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	<updated>2026-04-17T15:45:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTF_Apollo&amp;diff=40245</id>
		<title>GTF Apollo</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTF_Apollo&amp;diff=40245"/>
		<updated>2012-09-15T04:13:29Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Armaments */ Lost its Cluster Bombs. Source=FSPort so beware....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:apollo320x240.jpg]]|caption=The GTF Apollo}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''GTF ''Apollo''''' was the mainstay Terran fighter used during the [[Great War]]. It was the easiest fighter to use, so novice pilots found themselves first in the seat of the Apollo. After the development of the [[GTF Ulysses|GTF ''Ulysses'']], the Apollo was destined to &amp;quot;collect dust&amp;quot; ([[FreeSpace Reference Bible]]).&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
&lt;br /&gt;
The '''GTF Apollo''' is the most common GTA fighter.  It is highly versatile and can perform multiple roles, including space superiority, interception and assault.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
&lt;br /&gt;
''Original space superiority of the GTA fleet.  Highly versatile, often doubles as assault type.  Low weapon compatibility.''&lt;br /&gt;
&lt;br /&gt;
The FS Reference Bible and opening cutscene of FS1 swap the hardpoint locations of the primary and secondary weapons, and classify it as a two-person bomber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:concept_gtf_apollo_1.jpg|This is the actual concept that the in-game model seems to be based off of, but all three are supposedly other concepts made for the Apollo.&lt;br /&gt;
Image:concept_gtf_apollo_2.jpg&lt;br /&gt;
Image:concept_gtf_apollo_3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{ship_box&lt;br /&gt;
|name =GTF Apollo&lt;br /&gt;
|type =Space Superiority&lt;br /&gt;
|manufacturer =Han-Ronald Corp.&lt;br /&gt;
|maneuverability =High (Fair)&lt;br /&gt;
|max_velocity =60 - 82&lt;br /&gt;
|max_ab_velocity =140&lt;br /&gt;
|max_ab_duration =&lt;br /&gt;
|armor =Light (Medium)&lt;br /&gt;
|hitpoints =240&lt;br /&gt;
|shields =350&lt;br /&gt;
|length =21&lt;br /&gt;
|gun_bank_1 =2&lt;br /&gt;
|gun_bank_2 =2&lt;br /&gt;
|missile_bank_1 =40&lt;br /&gt;
|missile_bank_2 =40&lt;br /&gt;
|countermeasures =25&lt;br /&gt;
}}&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
[[Image:GTFApollo.png|thumb|right|480px|The GTF Apollo in the FSPort MediaVPs.]]&lt;br /&gt;
[[Image:GTFApolloAsh.png|thumb|right|480px|The &amp;quot;Lt. Ash&amp;quot; variant from the FSPort MediaVPs, based on the FS1 Intro cutscene.]]&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{{Pbank_box&lt;br /&gt;
|setting =FreeSpace 1&lt;br /&gt;
|pbank_1_guns =2&lt;br /&gt;
|pbank_1_default =[[GTW Avenger|Avenger]]&lt;br /&gt;
|pbank_2_guns =2&lt;br /&gt;
|pbank_2_default =[[GTW ML-16|ML-16 Laser]]&lt;br /&gt;
|allowed_loadout =[[GTW ML-16|ML-16 Laser]], [[GTW Disruptor|Disruptor]], [[GTW Avenger|Avenger]], [[GTW Flail|Flail]], [[GTW Prometheus|Prometheus]], [[GTW Leech Cannon|Leech Cannon]], [[GTW Shield Breaker|S-Breaker]]&lt;br /&gt;
}}&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{{Sbank_box&lt;br /&gt;
|setting =FreeSpace 1&lt;br /&gt;
|sbank_1_capacity =40&lt;br /&gt;
|sbank_1_default =[[GTM MX-50|MX-50]]&lt;br /&gt;
|sbank_2_capacity =40&lt;br /&gt;
|sbank_2_default =[[GTM MX-50|MX-50]]&lt;br /&gt;
|allowed_loadout =[[GTM MX-50|MX-50]], [[GTM D-Missile|D-Missile]], [[GTM Fury|Fury]], [[GTM Hornet|Hornet]], [[GTM Interceptor|Interceptor]], [[GTM Cluster Bomb|Cluster Bomb]], [[GTM EM Pulse|EM Pulse]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
'''Retail''':&lt;br /&gt;
:$POF File: fighter04.pof&lt;br /&gt;
:Textures: fighter04-01a(/b/c), Thruster01&lt;br /&gt;
&lt;br /&gt;
'''FSPort MediaVPs 3.6.13''':&lt;br /&gt;
:$POF File: fighter04.pof&lt;br /&gt;
:Textures: fighter04-01( /b), Glass, Tercoc01&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|&lt;br /&gt;
''This ship is vastly underrated. There is a general consensus among the FS2 community that the Apollo is worthless once you meet the Shivans. That's not true. It is highly maneuverable, in fact more agile than the later [[GTF Myrmidon]], and although it is on the slow side, it is relatively durable and its guns are very well-placed. It can't carry the Phoenix V or Banshee, but it does carry the Prometheus, so weapons compatibility isn't as bad as many people think. The Apollo is best when you need a jack-of-all trades: it has better missile capacity and armor than the Valkyrie and Ulysses and more maneuverability and speed than a Herc. It's tied with the Herc as my favorite ship.''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''The Apollo is truly the jack of all trades. Anything a [[GTF Hercules|Hercules]], [[GTF Valkyrie|Valkyrie]], or [[GTF Ulysses|Ulysses]] can do, an Apollo can do, though probably not as competently. The adaptability of the Apollo is its most potent weapon, and it performs far better in rapidly changing tactical situations than any of its more specialized brethren. It also fills the gaps between more specialized ships. If the mission calls for heavy firepower but the Hercules isn't quick enough, dogfighting but the Ulysses isn't tough enough, or interception but the Valkyrie doesn't pack enough ordnance, then the Apollo will take over the task and serve well.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Its secondary banks are badly placed for the use of Furies except at very short range.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you look at the tables, you can also see that the Apollo turns faster than the Valkyrie, it does do barrel rolls at a slower rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* [http://www.freespacemods.net/download.php?view.522 The Lieutenant Ash Apollo v1.1, a reskin for the FSPort without MediaVPs]&lt;br /&gt;
* [http://www.freespacemods.net/download.php?view.135 The HTL Apollo, with a table file for FreeSpace 2]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Subsystem&amp;diff=38039</id>
		<title>Subsystem</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Subsystem&amp;diff=38039"/>
		<updated>2012-03-21T15:16:57Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* $Max Turrets per Target: */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7119}}&lt;br /&gt;
&lt;br /&gt;
*All subsystems ship can have must be defined in ships model file (.pof).&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code|Animation Code]] can be applied to the subsystems that consist of submodels, like multi-part turrets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==$Subsystem:==&lt;br /&gt;
*The name of the subsystem as defined in .pof file, % of ship's total hitpoints the subsystem has and rotation time (360 degrees) for multi-part turrets. Note: Assinging zero to the %-hitpoint entry causes the subsystem to be without hitpoints, like fighterbays on some capital ships.&lt;br /&gt;
*Syntax: '''''String''''', '''''Float''''', '''''Float''''', name of the subsystem followed by the subsystem hitpoints as % of ships hitpoints and seconds per 360 degree turn. Subsystem name must be the same as described in model file (.pof).&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entries can be left empty in which case game uses default values}}&lt;br /&gt;
**Example: communications, 5, 0.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Subsystem Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternate name for the subsystem. This name is shown for example in the targeting window when subsystem is targeted.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Option to use pipe character '&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;' to force line breaks into the alt subsystem name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Damage Popup Subsystem Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate name for the subsystem when it is displayed on the '''damaged systems''' popup.&lt;br /&gt;
*Syntax: '''''String'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* '''REQUIRES ADDITIONAL TABLE'''. Defines armor type used for the subsystem. If subsystem armor type is not defined ships armor type is used instead.&lt;br /&gt;
* Syntax: '''''String''''', as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default PBanks:===&lt;br /&gt;
*Defines default primary weapon for the turret&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot;''''' )&lt;br /&gt;
**Example: ( ''&amp;quot;Subach HL-7&amp;quot;'' )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$PBank Capacity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of turrets ballistic primary weapon.&lt;br /&gt;
*Syntax: ( '''''Integer''''' )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default SBanks:===&lt;br /&gt;
*Defines default secondary weapon for the turret&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot;''''' )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SBank Capacity:===&lt;br /&gt;
*Defines ammunition capacity of turrets secondary weapon.&lt;br /&gt;
*Syntax: ( '''''Integer''''' )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Engine Wash:===&lt;br /&gt;
*All engines may use information concerning the engine wash. Engine washes are usually used only with larger vessels.&lt;br /&gt;
*Syntax: '''''String''''', name as defined in Engine Wash section in [[ships.tbl]]&lt;br /&gt;
**Example: ''Default1000''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AliveSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is not destroyed.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$DeadSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies a sound to play from the subsystem while it is destroyed.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$RotationSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Can be used to define a sound that is played when this subsystem rotates.&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Turret Base RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets base rotates&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Gun RotationSnd:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the sound which is played when the turrets guns change their elevation&lt;br /&gt;
*Syntax: '''''Integer''''' or '''''String''''', name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret BaseSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret base rotations&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret GunSnd Volume:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier for the sound volume for turret guns change their elevation&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AWACS:===&lt;br /&gt;
*Sets this subsystem's effective AWACS range. (AWACS reveals stealthed ships, cuts through nebula fog.)&lt;br /&gt;
*Syntax: '''''Float''''', the maximum range of the AWACS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Maximum Barrel Elevation:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum barrel elevation for the turret&lt;br /&gt;
*Basically 'inverse FOV'.&lt;br /&gt;
*Syntax: '''''Integer''''', from 0 to 90}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Base FOV:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the FOV of the turret's base.&lt;br /&gt;
*Syntax: '''''Integer''''', from 0 to 359}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Reset Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time after losing the target before the turret begins to reset itself&lt;br /&gt;
*Syntax: '''''Integer''''', in milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Optimum Range:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the optimum range for the turret&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Direction Preference:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the turrets preference to keep targeting targets based how far the turret should turn instead of nearest target&lt;br /&gt;
*The higher the value the higher the preference to keep targeting targets close to previous targets direction&lt;br /&gt;
*Syntax: '''''Integer''''', from 0 to 100, 0 disables the preference setup}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the target priorities, and their order for the turret&lt;br /&gt;
*Syntax: '''''String list'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Bomb:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same bomb.&lt;br /&gt;
*When this is set, when this turret tries to target a bomb, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This allows control over the default behavior, where every turret will fire at the leading bomb.&lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Max Turrets per Target:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Limits the number of turrets that can be targeting the same target.&lt;br /&gt;
*'''ONLY AFFECTS SMALL TARGETS''' such as fighters and bombers. This limit does '''NOT''' apply vs large ships.&lt;br /&gt;
*When this is set, when this turret tries to target a ship, it will check to see how many turrets are already targeting it and only choose it as a target if there are less than this number.&lt;br /&gt;
*This helps turrets spread their efforts out among multiple targets. &lt;br /&gt;
*Syntax: '''''Integer'''''}}&lt;br /&gt;
&lt;br /&gt;
===$ROF:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the modifier applied to the turret rate of fire (ROF).&lt;br /&gt;
&lt;br /&gt;
====+Use firingpoints====&lt;br /&gt;
*Modifies (multiplies) the rate of fire by the number of firingpoints the turret has.&lt;br /&gt;
&lt;br /&gt;
====+Multiplier:====&lt;br /&gt;
*Checked only if ''+Use firingpoints'' has not been defined&lt;br /&gt;
*If set to larger than 0 the value acts as multiplier&lt;br /&gt;
*If set to 1.0 the feature is disabled&lt;br /&gt;
*If set to equal to or smaller than 0 it as if ''+Use firingpoints'' option would have been enabled&lt;br /&gt;
*Syntax: '''''Float'''''}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be used to sets additional subsystem related properties&lt;br /&gt;
*Syntax: ( '''''&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;''''' )&lt;br /&gt;
*List of available flags:&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;untargetable&amp;quot;====&lt;br /&gt;
*Subsystem cannot be targeted&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry no damage&amp;quot;====&lt;br /&gt;
*Damage caused to the subsystem will not carry over to the parent ship&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;use multiple guns&amp;quot;====&lt;br /&gt;
*Enables the turret to fire all equipped weapons, picking a not-in-use firing point at each trigger. Not to be confused with 'Salvo mode'.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire down normals&amp;quot;====&lt;br /&gt;
*Forces the turret to fire along the turret normals - regardless of the swarm setting.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;check hull&amp;quot;====&lt;br /&gt;
*Forces the firing turret to check against the parent model if valid line of sight exists between the firingpoint and the target.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====&amp;quot;fixed firingpoints&amp;quot;====&lt;br /&gt;
*Forces the firing turret to retain the firingpoints of their weapons: if the turret has multiple banks, the first bank will only fire from the first firepoint, the second bank only from the second firepoint, and so on. Maximum number of weapons is the same as maximum number of weapons in turret (3 primary, 4 secondary)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;salvo mode&amp;quot;====&lt;br /&gt;
*Forces the firing turret to use only the first weapon defined for it but fires it simultaneously from all the firing points. Not to be confused with 'use multiple guns'&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no subsystem targeting&amp;quot;====&lt;br /&gt;
*Prevents the firing turret from targeting targets subsystems - instead forces the turret to fire randomly at the targets hull.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fire on target&amp;quot;====&lt;br /&gt;
*Prevents the turret from firing unless the turret barrels (firingpoints) and targets are aligned.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;reset when idle&amp;quot;====&lt;br /&gt;
*Forces the turret to reset to its initial position if it has no targets.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;carry shockwave&amp;quot;====&lt;br /&gt;
*Forces the turret to carry damage caused by shockwaves to the hull regardless of other flags.}}&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
====&amp;quot;allow landing&amp;quot;====&lt;br /&gt;
*Defines the subsystem as something on which player can attempt to land on&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;target requires fov&amp;quot;====&lt;br /&gt;
*Prevents turret from accidentally selecting target out of it field of view (fov) when acquiring targets&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fov edge checks&amp;quot;====&lt;br /&gt;
*If the predicted target point of the turret falls outside of the field of view this flag but according to ship radius and dot product the target should still be partially visible then this flag attempts to turn the turret to the edge of the FOV closest to the targeted position and allow it to fire along that direction.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no replace&amp;quot;====&lt;br /&gt;
*Tells game not to use the replacement submodel (-destroyed) when the subsystem loses all of it's hitpoints.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no live debris&amp;quot;====&lt;br /&gt;
*Prevents the subsystem from releasing live debris pieces when destroyed&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;ignore if dead&amp;quot;====&lt;br /&gt;
*When subsystem has been destroyed prevents homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;allow vanishing&amp;quot;====&lt;br /&gt;
*Allow subsystem to be destroyed from the ship without sound or graphical effects&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;damage as hull&amp;quot;====&lt;br /&gt;
*Treats subsystem as if it were hull when applying damage.  &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;starts locked&amp;quot;====&lt;br /&gt;
*Turret starts locked and won't shoot until you use a turret-free or turret-free-all SEXP on it.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no aggregate&amp;quot;====&lt;br /&gt;
*Freespace keeps track of a ships overall functionality (such as if a ship is sensorless, disarmed or disabled) via a total hitpoint count of the associated subsystems. For example if a ship has three engines with 100HP each, the 'engines' count will be at 300HP. Shooting at any of the subsystems with the keyword 'engine' in them will decrement this total, and when it is at 0 then the ship becomes disabled.&lt;br /&gt;
*This flag tells FS to ignore the associated subsystem and not count it towards those totals. For example, if a ship had three 100HP engines with one set to 'no aggregate' then the 'engines' count will be 200HP. Shooting the 'no aggregate' engine will not decrement the 'engines' count, and so in other words the status of this engine is irrelevant to whether or not the ship is disabled. In the same way when applied to a turret, the turret's status is irrelevant to whether the ship is  disarmed or not.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;wait for animation&amp;quot;====&lt;br /&gt;
*When this flag is active, a turret will only fire after any associated subsystem animations (such as a turret hatch opening) have played out.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;play fire sound for player&amp;quot;====&lt;br /&gt;
*If this turret is on a player ship, play its associated sounds.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;only target if can fire&amp;quot;====&lt;br /&gt;
*Do additional checks to make sure that a turret which cannot fire at its target releases that target. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
====&amp;quot;no disappear&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it won't disappear nor switch to the -destroyed model when destroyed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
====&amp;quot;collide submodel&amp;quot;====&lt;br /&gt;
*If this subsystem is a physical subsystem, it will only take damage from hits which impact the submodel. By default damage is taken from all hits within the submodel's radius*2. Does not affect area damage such as shockwaves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Animation Code]]===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Option for animating the submodels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Case Specific Entries==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turret===&lt;br /&gt;
*All turrets require information concerning the weapon mounted to the turret. The entry can be either '''$Default PBanks''' for turret primaries (including beams) or '''$Default SBanks''' for turret secondaries&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*[[Animation_Code#Setting_Turret_Angle|Animation Code]] can be used with multi-part turrets.&lt;br /&gt;
*Multiple defined weapons will all fire but the targeting is handled by the first weapon in the list. '''Multiple beams are not possible'''. All weapons alternate between the firingpoints of the turret so turrets do not need to have more than one weapon defined no matter how many barrels or firingpoints they have.}}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: turret01, 1.0, 1.0&lt;br /&gt;
$Default PBanks: ( &amp;quot;Terran Turret&amp;quot; )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Engine===&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Subsystem: engine01, 5.0, 0.0&lt;br /&gt;
$Engine Wash: Default1000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SB_Yali&amp;diff=37822</id>
		<title>SB Yali</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SB_Yali&amp;diff=37822"/>
		<updated>2012-02-09T13:48:52Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Download link: */ FSMods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|''SB '''Yali'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:sbyali.jpg]]|caption=SB Yali}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===158 Tech Room Description===&lt;br /&gt;
The Yali bears many similarities to the Naga in performance although not in appearance.  Carrying a pair of beam emplacements slightly heavier than those found on Nagas, Yalis have a significantly larger secondary capacity and are known to carry a variety of heavy warheads.  They share the high maneuverability and speed characteristic of Nagas and have superior armor, engage with caution.  Any Yali is considered a level 5 threat and is to be dealt with immediately.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by '''Mikhael''' with textures by '''LtNarol''' and conversion help by '''Spicious'''&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Beam Bomber&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Shivans&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 60.0 - 90.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 650&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 1300&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 23 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[Shivan Light Laser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Mega Laser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[Shivan Light Laser]], [[Shivan Mega Laser]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 120&lt;br /&gt;
| S-Swarm&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 240&lt;br /&gt;
| [[Unknown Megabomb]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[Unknown Megabomb]], S-Swarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| T3l-SB&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
158th Exposition Dump: http://www.hard-light.net/forums/index.php/topic,52363.msg1063765.html#msg1063765&lt;br /&gt;
&lt;br /&gt;
FSMods: http://freespacemods.net/download.php?view.230&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Terrans_(Wings_of_Dawn)&amp;diff=37122</id>
		<title>Terrans (Wings of Dawn)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Terrans_(Wings_of_Dawn)&amp;diff=37122"/>
		<updated>2011-10-11T13:59:37Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Terran-Cyrvan War */ Then/than&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WoDArticle}}{{WoD Portal}}&lt;br /&gt;
In the ''[[Wings of Dawn]]'' universe, '''Terrans''' have become a space faring race. Many Terran characters serve as protagonists in the ''[[Wings of Dawn]]'' story.&lt;br /&gt;
==Physiology==&lt;br /&gt;
[[Image:MisuzuJustice.png|right|200px|thumb|[[Wings of Dawn Characters#Misuzu|Misuzu]] and [[Wings of Dawn Characters#Justice|Justice]], two Terrans.]]&lt;br /&gt;
Thanks to generations of genetic tinkering, Terrans have grown to be a strong and intelligent race. The average life span is around 140 years and signs of old age only start to set in around the 70 year mark. The average male height is between 190-220cm, the average female height tends to vary between 165-200cm&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Early history===&lt;br /&gt;
One of the biggest events in the history of humankind happened in the year 2198 of the old calendar. The year in which Einstein's 'I do not know how the third World War will be fought, but I can tell you what they will use in the Fourth, rocks!' quote was proven wrong. World war three only lasted one day and only one type of warhead was used: Nuclear flavored.&lt;br /&gt;
&lt;br /&gt;
When the dust settled one clear victor emerged, the western continents. Thanks to highly advanced missile interception technology and large scale experimental energy shield generators the west managed to get through a nuclear holocaust with relative minor damage. Reconstruction efforts started almost immediately afterwards and with in a span of 20 years the remains of humanity managed to terraform a nuclear wasteland into rich grasslands.&lt;br /&gt;
&lt;br /&gt;
While it was never clearly recorded who fired the first shot in the war, it is generally claimed that it was planned ahead by the western continents. The most used evidence for these claims are the previously unknown technologies (terraforming, energy shields, altering genetics) and the almost unreal fast recovery of the suffered damage.&lt;br /&gt;
&lt;br /&gt;
Shortly after the war the remaining countries (West Europe, North America, Australia and Japan) united into one nation, the 'united earth union'. A technocratic government was instated and much value was placed on technological advancement. Genetic modifications on unborn babies were also conducted on a large scale, making the new generation highly resistant to diseases, stronger and more intelligent. Certain personality traits that were deemed 'unwelcome to the continued survival of mankind' were also removed. Having your child undergoing genetic modifications was not a choice.    &lt;br /&gt;
&lt;br /&gt;
It wasn't long before the now-united mankind started shifting their gaze towards the stars. With new drive technology, the other planets within the [[Stars and Planets (Wings of Dawn)#Sol|Sol]] system now became within range, and before long humanity set out to terraform and colonize the moon, Mars and later on the moons of Saturn, Neptune and Jupiter.&lt;br /&gt;
&lt;br /&gt;
===United Earth Union===&lt;br /&gt;
[[File:Dawn.png|left|thumb|200px|[[Wings of Dawn Characters#Dawn|Dawn]], a genetically engineered Terran from the UEU period.]]&lt;br /&gt;
The '''United Earth Union''' was formed after the Third World War and was both the government and the military for the Terrans for over two hundred years. As a technocracy, it placed great value on technology and science and many consider this the reason why humanity started successfully expanding into space so soon after a world devastating war. The people in ruling positions were selected on skill and talent. The UEU controlled all colonies from the central capital on Earth. The UEU also instated the new calendar based on standard time units instead of the day and night cycle of the Earth.&lt;br /&gt;
&lt;br /&gt;
Eventually however, it grew corrupt over the years when people unfit for positions refused to give up their seat of power and more and more 'unethical' research was being conducted. The UEU was overthrown when the colonies rebelled and reached Sol after a short war. In its last moments it destroyed a lot of evidence of 'genetic crimes.'&lt;br /&gt;
&lt;br /&gt;
The League of Terran Worlds was later set up to replace the UEU. The military force was known as the [[#League Star Forces|League Star Forces]] (see below).&lt;br /&gt;
&lt;br /&gt;
===Terran-Cyrvan War===&lt;br /&gt;
When the [[Cyrva]] made first contact with the Terrans in the Algol system they were surprised just how much the Terrans resembled them in appearance. But it also became clear to them that the Terrans are but a young and inexperienced race and needed to be protected against their own destructive tendencies. Likewise the Terrans did not expect that their first contact would be with 'space elves' but welcomed the encounter. Before long, this joy started to turn into irritation. The Cyrva were looking down on them and soon started suggesting that it would be best for the LSF to disarm themselves and let the CSA handle the defenses of the Terrans. The Terrans refused and in response mobilized and send a large fleet into the Algol system and claimed the system as their own. This caused the Cyrva to decide that a quick military victory would be prudent to show the Terrans just how powerless they are.&lt;br /&gt;
&lt;br /&gt;
The LSF fleet consisted of 7,000 capital ships and over 18,000 fighters, well organized and in formation for a 'line vs line' type of battle. The CSA entered the Algol system with 4,500 capships and around 12,000 MCWS. What the Terrans did not know at that time, was that only 750 of those ships would be actually invading. The CSA opened the battle by subspace jumping behind the rearguard of the LSF and taking out the command ships of the fleet. This caused a lot of confusion among the LSF lines, they still had a large CSA force in front of them around the node and they did not receive any orders to turn around and engage the fleet behind them. The attacking CSA fleet wasted no time and did another jump, this time to the outer left flank of the LSF line and started destroying the LSF ships there from a flanking position. After the situation became clear, Rear Admiral Zego assumed command of the fleet and ordered all ships to engage the attacking CSA fleet. By this time however, the LSF had already lost over a thousand ships and three thousand fighters, whereas the CSA had only suffered a few MCWS losses.&lt;br /&gt;
&lt;br /&gt;
In response to the LSF now actively trying to engage them, the CSA fleet started backing up, keeping the LSF ships just inside their own range while staying out of range from the LSF heavy weaponry. Furious, Rear Admiral Zego ordered all ships to hold position and ordered a massive fighter and bomber strike. In response the CSA fleet also held position and launched their MCWS. Zego was aiming for this moment and ordered all capital ships forward again and to continue forward 'until you can see the white of their eyes'. This maneuver was successful, the LSF managed to close in and did not allow the CSA fleet to get away again. However what Zego could not anticipate was just how vastly superior CSA technology was. The CSA point defense weapons ripped through LSF ships like a knife through hot butter, while the LSF heavy turrets could hardly penetrate the CSA shielding. The LSF fleet started breaking up and retreated back to the [[Stars and Planets (Wings of Dawn)#Lyrae|Lyrae]] node.&lt;br /&gt;
&lt;br /&gt;
The end result: The CSA lost four frigates, two destroyers and one cruiser was damaged. 500 MCWS were lost. The LSF lost 5000 capital ships, of which 3000 were disabled and taken prisoner, and over 6000 fighters.&lt;br /&gt;
[[File:PlanetAbyss.png|thumb|250px|right|The Abyss system was left as a monument, a reminder of a long but pointless war.]]&lt;br /&gt;
The CSA then continued on into the Lyrae node, easily crushing the blockade that was put up in a hurry and seized control of the system. The Cyrva predicted that the Terrans had no more than three systems under their control. The fleet was split, one was send to the [[Stars and Planets (Wings of Dawn)#Tauri|Tauri]] system, the other to the [[Stars and Planets (Wings of Dawn)#Librae|Librae]] system. Both encountered fierce resistance but eventually the CSA ensured control of these systems too. After a whole year of fighting, the CSA fleets entered [[Stars and Planets (Wings of Dawn)#Sol|Sol]] and [[Stars and Planets (Wings of Dawn)#Harcon|Harcon]]. It not only seemed like the Terrans had far more systems than initially thought but also like they were rapidly producing new weapon systems and more effective ship designs. The CSA fleets received little in the terms of reinforcements and were slowly but surely starting to lose fighting power. One more year passed, Terran causalities and losses numbered in the thousands, the CSA fleet was down to 457 capital ships. Each ship they lost caused a cheer in the LSF fleets as they had realized that the invading fleet received little to no new reinforcements. Some ships even had a counter to keep track. The Cyrvan public opinion was starting to turn more and more against this invasion. Perhaps the Terrans were not as immature as a race as they had thought? Hearing stories from families that had lost their loved ones also did little good for the support of this war.&lt;br /&gt;
&lt;br /&gt;
The Cyrvan fleet commander, Fer'opal, started realizing that in order to reach the Terran homeworld he would need the fleet currently fighting in the Harcon system as well and ordered both fleets to regroup in the Lyrae system. The LSF took this as a sign that the enemy was on the run and launched full scale counter attacks, retaking Librae and Tauri and putting immense pressure on the CSA fleet in Lyrae. Before Fer'opal could launch a counter attack of his own however, he received orders to return to CSA space. A more diplomatic approach would be taken, the Terrans had shown that they would not need the Cyrva to watch over them but that they could stand shoulder to shoulder with them.&lt;br /&gt;
&lt;br /&gt;
The LSF followed them through to Algol and initiated a fierce orbital bombardment on the military outpost the CSA had established on Algol prime. Devastating the planet as the crust was broken on several places. Turning it into a hellish place of lava and brimstone. &lt;br /&gt;
&lt;br /&gt;
After almost five years of space warfare, peace was signed. The Algol system was declared neutral space and renamed to Abyss. It was to be left as a monument, a reminder of a long but pointless war.&lt;br /&gt;
&lt;br /&gt;
===Today===&lt;br /&gt;
====League Star Forces====&lt;br /&gt;
The '''League Star Forces''' is the military branch of the current Terran government, the '''League of Terran Worlds'''. The LTW is a confederation of all Terran controlled systems. The biggest difference with the UEU is that each colony is now allowed to make its own laws and is free from the control of some far away government. Each planet has its government elected by democratic  means. The prime minister of each planet serves as a representative for the central LTW meetings.&lt;br /&gt;
&lt;br /&gt;
Each system is responsible for building and maintaining a fleet, which is put at the disposal of the LSF. LSF high command consists of a fleet admiral of each system. The Intelligence branch of the LSF consists mostly of people from the Lyrae system and is known for being highly skilled at its job. Fleet commanders have learned that they can usually trust the info they receive from Intelligence.&lt;br /&gt;
&lt;br /&gt;
====Joint Guardian Angel Strike Force====&lt;br /&gt;
[[File:JGASF.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
The Joint Guardian Angel Strike Force is a joint project between the Terran and Cyrvan navies. Students from both races receive their training at Abyss station and after five years will end up serving on a Guardian Angel class carrier, which will be the center piece of the new battlegroup. The program is not aimed to increase the fighting power of both races but to encourage cooperation, interaction and friendship between each other, so that both races will understand each other better and that a war will never break out again.&lt;br /&gt;
&lt;br /&gt;
Each year there will be a new Guardian Angel class carrier for the next class of graduating students. The 1st JGASF has been assigned to LSF space. The 2nd will be assigned to CSA space, the 3rd will be assigned to LSF space again and so forth. &lt;br /&gt;
&lt;br /&gt;
Abyss station is a large space station orbiting the wasteland of Abyss Prime. It has design traits of both Terran and Cyrvan architecture. Functions as the primary trading hub between the two races. While it has a strong shield generator, it is only armed with a few point defense systems.&lt;br /&gt;
&lt;br /&gt;
==Tidbits from the &amp;quot;[http://www.hard-light.net/forums/index.php?topic=71527.0 Ask a crew member]&amp;quot; thread==&lt;br /&gt;
These informations come from persons in the Wings of Dawn universe, so they might contain a personal bias. The links go directly to the post, in which the information was provided. &lt;br /&gt;
&lt;br /&gt;
===Government and Law===&lt;br /&gt;
&lt;br /&gt;
-Despite the bad history Humanity had with genetic engineering forced upon their ancestors by the UEU, it has not been outlawed.[http://www.hard-light.net/forums/index.php?topic=71527.msg1549592#msg1549592]&lt;br /&gt;
&lt;br /&gt;
===Culture and Society===&lt;br /&gt;
&lt;br /&gt;
-Currently there is a growing movement among Humans that tries to re-create racial traits, like different skincolors, that were forcefully engineered out of the Human race by the UEU.[http://www.hard-light.net/forums/index.php?topic=71527.msg1549592#msg1549592]&lt;br /&gt;
&lt;br /&gt;
-The Terran currency is the &amp;quot;United Currency&amp;quot; or short &amp;quot;UC&amp;quot;. It is used in all Terran colonies and was originally introduced by the UEU. Even though the UEU was hated, the colonies decided to keep the UC for their practicallity, after the UEUs fall.&lt;br /&gt;
Currently the UCs value is slightly above that of the Cyrvan currency, even after the damage the Terran economy took during the Hertak invasion.[http://www.hard-light.net/forums/index.php?topic=71527.msg1549592#msg1549592]&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
-Modern Terran cockpits lack any translucent canopy, to aid in the protection of the pilot.&lt;br /&gt;
The standard Cleo-132 cockpit comes equiped with 3 screens capable of 32768x32768 resolutions. It features 80x zoom, the capability to show different spectra (infra-red, ultraviolet and radio frequencies among others), can even pick up subspace waves and alerts the pilot to hostiles targeting him or her.[http://www.hard-light.net/forums/index.php?topic=71527.msg1423667#msg1423667]&lt;br /&gt;
&lt;br /&gt;
Even with all that advanced technology and a lack of translucent cockpit, they still didn't build in a system to filter bright lightsources that could potentially blind the pilot.[http://www.hard-light.net/forums/index.php?topic=71527.msg1549592#msg1549592]&lt;br /&gt;
&lt;br /&gt;
-Terran ships can savely jump into atmospheres (gas giants excluded) only if complext and time consuming calculations are made beforehand (one too three hours according to JGASF pilot and instructor [[Wings of Dawn Characters#Justice|Daniel &amp;quot;Justice&amp;quot; Hawkings ]]). If those calculatiosn aren't taken, there is a chance of a reactor failure, resulting in the ships destruction.[http://www.hard-light.net/forums/index.php?topic=71527.msg1524557#msg1524557]&lt;br /&gt;
&lt;br /&gt;
-Currently Humans do not use AI militarily. However the Io shipyards use AI support for running the ship construction processes.[http://www.hard-light.net/forums/index.php?topic=71527.msg1553451#msg1553451]&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
*'''NC0000''' - ''Start of the new calendar''&lt;br /&gt;
*'''NC0025''' - All of the suitable moons in [[Stars and Planets (Wings of Dawn)#Sol|Sol]] terraformed and colonized&lt;br /&gt;
*'''NC0027''' - IO shipyards constructed&lt;br /&gt;
*'''NC0030''' - The first [[Starlances|starlance]] discovered&lt;br /&gt;
*'''NC0038''' - After intensive research, a jumpdrive that is capable of entering the starlance is developed.&lt;br /&gt;
*'''NC0040''' - First successful manned jump through the starlance to the [[Stars and Planets (Wings of Dawn)#Tauri|Tauri]] system.&lt;br /&gt;
*'''NC0045''' - The third ship that is starlance jump capable, the UEU Explorer, is missing after its jump to Tauri.&lt;br /&gt;
*'''NC0052''' - An outpost is established on Tauri II and soon after a colony is established. Making it the first human colony outside the Sol sector.&lt;br /&gt;
*'''NC0053-70''' - More starlances are discovered. In this time frame colonies in the [[Stars and Planets (Wings of Dawn)#Polaris|Polaris]], [[Stars and Planets (Wings of Dawn)#Grens|Grens]], [[Stars and Planets (Wings of Dawn)#Harcon|Harcon]], [[Stars and Planets (Wings of Dawn)#Silva|Silva]], [[Stars and Planets (Wings of Dawn)#Lyrae|Lyrae]], [[Stars and Planets (Wings of Dawn)#Librae|Librae]] and [[Stars and Planets (Wings of Dawn)#Phoenicis|Phoenicis]] are established, greatly expanding the human sphere of influence and giving the human race nearly infinite resources. &lt;br /&gt;
----&lt;br /&gt;
*'''NC0071''' - The colonies are starting to feel oppressed by the Earth centered government. Genetic modifications are still being enforced despite the fact that the human population now numbers in the billions. The cry for reform becomes louder with the day, the UEU government however has slowly grown corrupt over the years and outright rejects all proposals involving reformation of the government.&lt;br /&gt;
----&lt;br /&gt;
*'''NC0072''' - Fed up with being treated as second rate citizens and having to abide by old laws and the UEU government dead set in its ways, Librae and Phoenicis declared open revolt. The Silva shipyards supported the rebellion in secret by providing them with the latest cutting edge fighters and weapons.&lt;br /&gt;
----&lt;br /&gt;
*'''NC0073''' - The UEU is slow to respond to the uprising and soon starts to lose control of the situation. In response to the uprising the UEU sends a fleet too each revolting system, but by the time they arrived they had already lost half their force due to defectors and ambushes staged by mercenaries from Harcon. Encouraged by the success of the rebellion, Tauri, Harcon and Polaris each joined the revolt.&lt;br /&gt;
----&lt;br /&gt;
*'''NC0074''' - After a short but bloody fleet encounter in Sol between UEU loyalists and rebel ships the United Earth Union's reign came to an end. From its ashes arose a new government that would no longer function with Earth as its center point. All fleets from the colonies were united under the LSF flag, League space forces.&lt;br /&gt;
----&lt;br /&gt;
*'''NC0077''' - The new LSF is going strong, the economy is in top health, political reforms have raised the morale of the population and new technological advances are being made. A scouting fleet in the newly discovered Algol system encounters ships of unknown design. First contact was established with the Cyrva. See the Terran-Cyrva war entry for details on the encounter.&lt;br /&gt;
----&lt;br /&gt;
*'''NC0078-83''' - [[#Terran-Cyrva War|Terran-Cyrvan war]]&lt;br /&gt;
*'''NC0084''' - Algol renamed to Abyss and declared a neutral zone. Peace was signed.&lt;br /&gt;
*'''NC0085''' - Relations between the two races improved at a rapid pace after the war was over, the main two reasons for this was that the CSA never invaded any planets and managed to minimize casualties on the LSF side by disabling most capships instead of destroying them and the fact that a Cyrva and a Terran closely resembles each other in appearance. Before long the two races signed an alliance.&lt;br /&gt;
----&lt;br /&gt;
*'''NC0086''' - New colonies were established in the Vega system&lt;br /&gt;
*'''NC0089''' - [[Stars and Planets (Wings of Dawn)#Ravi|Ravi]] colonized&lt;br /&gt;
*'''NC0090''' - [[Stars and Planets (Wings of Dawn)#Alpha Draconis|Alpha Draconis]] discovered&lt;br /&gt;
*'''NC0094''' - The idea of a joint space academy was proposed&lt;br /&gt;
*'''NC0096''' - After two years of heavy debate the idea is rejected in its current form&lt;br /&gt;
*'''NC0102''' - Alpha Draconis colonized&lt;br /&gt;
*'''NC0128''' - The alliance continues going strong and the idea of a joint starbase and academy project is once again proposed&lt;br /&gt;
*'''NC0131''' - The project is accepted by both parties and the construction of Abyss station gets the green light&lt;br /&gt;
*'''NC0135''' - Construction of Abyss station completed, work on the Academy section begins&lt;br /&gt;
*'''NC0138''' - Construction is finished but the academy is not yet taken into use because of disagreement on what teaching methods to use&lt;br /&gt;
*'''NC0140''' - The first Terran-Cyrva academy finally opens its doors.&lt;br /&gt;
*'''NC0145''' - Exams of the first class, start of ''[[Wings of Dawn]]''...&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*[[Wings of Dawn Characters#Dawn|Dawn Crossfire]]&lt;br /&gt;
*[[Wings of Dawn Characters#Misuzu|Misuzu Stella]]&lt;br /&gt;
*[[Wings of Dawn Characters#Tempest|Celesia &amp;quot;Tempest&amp;quot; Ezer]]&lt;br /&gt;
*[[Wings of Dawn Characters#Kunoichi|Silvie &amp;quot;Kunoichi&amp;quot; Freescape ]]&lt;br /&gt;
*[[Wings of Dawn Characters#Justice|Daniel &amp;quot;Justice&amp;quot; Hawkings ]]&lt;br /&gt;
*[[Wings of Dawn Characters#Scar|Zeraf &amp;quot;Scar&amp;quot; Moreta ]]&lt;br /&gt;
*[[Wings of Dawn Characters#Axe|Hecton &amp;quot;Axe&amp;quot; Ferde]]&lt;br /&gt;
*[[Wings of Dawn Characters#Milkshake|Rin &amp;quot;Milkshake&amp;quot; Aeaa]]&lt;br /&gt;
&lt;br /&gt;
==Ships==&lt;br /&gt;
===UEU===&lt;br /&gt;
*[[UEU Ray]]&lt;br /&gt;
*[[Star]]&lt;br /&gt;
*[[Node station]]&lt;br /&gt;
*[[UEU Explorer]]&lt;br /&gt;
*[[SCC MkII]]&lt;br /&gt;
===LSF===&lt;br /&gt;
*[[LSF Ray MkIII]]&lt;br /&gt;
*[[LSF Ray MkIII-E]]&lt;br /&gt;
*[[LSF Ray MkIII-W]]&lt;br /&gt;
*[[LSF Ray MkIII-WE]]&lt;br /&gt;
*[[LSF Ray MkIV]]&lt;br /&gt;
*[[LSF Caliburn]]&lt;br /&gt;
*[[LSF Caliburn-C]] &lt;br /&gt;
*[[LSF Caliburn-D]]&lt;br /&gt;
*[[LSF Kaze]]&lt;br /&gt;
*[[LSF Kaze-B]] &lt;br /&gt;
*[[LSF Hazel-D]] &lt;br /&gt;
*[[LSF Skirmisher]] &lt;br /&gt;
*[[LSF Cavalier]] &lt;br /&gt;
*[[LSF Challenger]] &lt;br /&gt;
*[[LSF Challenger II]] &lt;br /&gt;
*[[LSF Crusader]] &lt;br /&gt;
*[[LSF Champion]]&lt;br /&gt;
*[[LSF Guardian Angel]] &lt;br /&gt;
*[[Civilian transport]] &lt;br /&gt;
*[[Civilian medical transport]]&lt;br /&gt;
*[[Civilian cargo hauler]] &lt;br /&gt;
*[[Civilian supply ship]] &lt;br /&gt;
*[[SCC Mk VI]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wings of Dawn Species]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GVF_Tauret&amp;diff=36666</id>
		<title>GVF Tauret</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GVF_Tauret&amp;diff=36666"/>
		<updated>2011-09-02T15:07:01Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ That was false; recharge is directly proportional to $Max Weapon Eng, and $Power Output is ignored.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The '''GVF ''Tauret''''' is a [[Vasudans|Vasudan]] heavy assault fighter, introduced during the [[Reconstruction]] era. The unusual design of the ''Tauret'' is based on the [[Apsu-Hek]], a creature that once existed in the deserts of [[Vasuda Prime]].&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:Gvftauret-old.jpg]]|caption=The GVF Tauret}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVF Tauret is replacing the Seth as the Vasudans' heavy assault fighter. While integrating cutting-edge technology developed in collaboration with the Terrans, the Tauret boasts a distinctly Vasudan design. Its unusual configuration was inspired by the Apsu-Hek, a creature that once inhabited the deserts of Vasuda Prime. The Apsu-Hek has become an emblem of the Vasudan diaspora, and the Tauret continues the tradition of symbolic design. Armed with four gun mounts and two missile banks, the Tauret has the speed and firepower to challenge both fighters and warships.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Fighter|Sahr Corporation|Poor|65.0 - 75.0|135.0|Medium|300|530|17.5}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]]&lt;br /&gt;
|}&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Stiletto II|Stiletto II]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&lt;br /&gt;
''The Tauret is an exceptional Vasudan heavy assault fighter, in the same family as the Hercules Mark II but better in almost every way. It carries an additional pair of guns (6 mounts total), moves faster, and has larger missile bays. It's still not a really good dogfighter, but for its given role it's probably the best you could ask for.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Tauret has the qualities that make a heavy assault fighter attractive (thick shields, tough hull, near-bottomless secondary bays), yet it also has speed and maneuverability that are closer to those of a space superiority fighter than an assault. In the hands of a skilled pilot the Tauret can fight on even or nearly even terms with just about any other fighter in the game. Lastly, roll this thought around in your head for awhile: 160 Tornados. That's the ability to kill 20 enemy fighters or light bombers outright before touching the primaries button.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Small profile except from below or above.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Cannot carry the Maxim gun, thus reducing the effectiveness of this ship against capital ships.  Otherwise, this is a decent Vasudan stand-in for the GTF Erinyes.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Tauret is let down by its primary energy supply. Its energy reserves and recharge rate are scarcely more than half those of the Hercules or Ares and two thirds those of the Myrmidon. This is a common weakness of Vasudan craft and limits their ability in extended engagements.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Don't fly this fighter like a Herc II. The Tauret has less shielding than the Herc, slightly better acceleration, and slightly less maneuverable as well but is faster by about 10 m/s when cruising or afterburning.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The second primary bank's guns are set in very tightly-grouped pairs, so close together that I had to move to an external view before I even realized that the ship had four guns in that bank.  This does give it a much smaller field of fire than a ship where the quad guns are spread apart but makes it more likely that all four shots will hit if you are on target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''While getting high marks for heavy missile load and numerous guns, bear in mind that this fighter's guns are grouped rather oddly. The guns are placed on opposite sides of the ships front, making hitting a fighter with all six rather difficult. Against most bombers and heavy fighters this is not really an issue, but against fighters with thin target profiles (such as the Astaroth or the Taurvii) this can be a major handicap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When stationed on the Psamtik during the main FreeSpace 2 campaign, do your wingmates a huge favor and make them fly this craft over the paper-thin Serapis. Load them up with Prometheus S cannons and full banks of Tornado missiles, and watch them vaporize enemy craft. You'll thank yourself in every mission.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTVA_Colossus_Mark_II&amp;diff=35737</id>
		<title>GTVA Colossus Mark II</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTVA_Colossus_Mark_II&amp;diff=35737"/>
		<updated>2011-07-23T23:55:48Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Download link: */ Newline.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|''GTVA '''Colossus Mk II'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''GTVA ''Colossus Mark II''''', also known as the '''Concept ''Colossus''''' was created by TrashMan as an alternative to the [[GTVA Colossus|canon ''Colossus'' design]], intended to be closer to the original concept art. Although much more detailed than the original version, it was not intended to be a HTL upgrade of the retail model.&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:658px-Collossus_mk_2.jpg|400px]]|caption=GTVA Colossus Mark II}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
ROTFL.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by '''TrashMan'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Concept_gtva_colossus.jpg|thumb|400px|The official [[Volition]] concept art that inspired the design.]]&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Juggernaut&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverability|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 1 500 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 5888 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[LRBGreen]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MX-52]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced THT&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Long Range Flak]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Heavy Flak]]&lt;br /&gt;
| 9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=61051.0 Release Topic | Hard Light Productions]&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=68360.0 Download]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTVA_Colossus_Mark_II&amp;diff=35736</id>
		<title>GTVA Colossus Mark II</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTVA_Colossus_Mark_II&amp;diff=35736"/>
		<updated>2011-07-23T23:55:26Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Download link: */ Someone found the ACTUAL download link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|''GTVA '''Colossus Mk II'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''GTVA ''Colossus Mark II''''', also known as the '''Concept ''Colossus''''' was created by TrashMan as an alternative to the [[GTVA Colossus|canon ''Colossus'' design]], intended to be closer to the original concept art. Although much more detailed than the original version, it was not intended to be a HTL upgrade of the retail model.&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:658px-Collossus_mk_2.jpg|400px]]|caption=GTVA Colossus Mark II}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
ROTFL.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by '''TrashMan'''&lt;br /&gt;
&lt;br /&gt;
[[Image:Concept_gtva_colossus.jpg|thumb|400px|The official [[Volition]] concept art that inspired the design.]]&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Juggernaut&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverability|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 1 500 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 5888 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[LRBGreen]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MX-52]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced THT&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Long Range Flak]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Heavy Flak]]&lt;br /&gt;
| 9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=61051.0 Release Topic | Hard Light Productions]&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=68360.0 Download]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:GTM_Cyclops&amp;diff=35498</id>
		<title>Talk:GTM Cyclops</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:GTM_Cyclops&amp;diff=35498"/>
		<updated>2011-07-08T07:23:15Z</updated>

		<summary type="html">&lt;p&gt;Qent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, what kind of warhead does it use? Antimatter? Fission? Fusion? Fission and Fusion? Matter-antimatter annihilation? --[[User:FlamingCobra|FlamingCobra]] 19:26, 7 July 2011 (UTC)&lt;br /&gt;
: &amp;quot;Non-conventional&amp;quot; could be any of those, and it could even vary among different versions of the Cyclops. I think that's as far as canon will get you. [[User:Qent|Qent]] 20:01, 7 July 2011 (UTC)&lt;br /&gt;
::&amp;quot;Could it be a weapon that disrupts subatomic particles at the quark level? --[[User:FlamingCobra|FlamingCobra]] 21:31, 7 July 2011 (UTC)&lt;br /&gt;
:::There is no canon information to suggest this. Unless this has some relevance to the Wiki coverage of this topic, this discussion probably belongs on the forum. - [[User:Snail|Snail]] 22:15, 7 July 2011 (UTC)&lt;br /&gt;
::::Qent, the word &amp;quot;non-conventional&amp;quot; is not even in the article.  Where did you get that?&lt;br /&gt;
::::: The description in the Weapon Selection screen (Retail only; MVPs change it to be more informative). [[User:Qent|Qent]] 07:23, 8 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:GTM_Cyclops&amp;diff=35490</id>
		<title>Talk:GTM Cyclops</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:GTM_Cyclops&amp;diff=35490"/>
		<updated>2011-07-07T20:01:19Z</updated>

		<summary type="html">&lt;p&gt;Qent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, what kind of warhead does it use? Antimatter? Fission? Fusion? Fission and Fusion? Matter-antimatter annihilation? --[[User:FlamingCobra|FlamingCobra]] 19:26, 7 July 2011 (UTC)&lt;br /&gt;
: &amp;quot;Non-conventional&amp;quot; could be any of those, and it could even vary among different versions of the Cyclops. I think that's as far as canon will get you. [[User:Qent|Qent]] 20:01, 7 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=The_Second_Great_War_Part_II&amp;diff=35023</id>
		<title>The Second Great War Part II</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=The_Second_Great_War_Part_II&amp;diff=35023"/>
		<updated>2011-06-07T21:14:45Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Random Screenshots */ Saving someone 10 minutes sometime later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2gwp2.jpg|center|What are you looking at?]]&lt;br /&gt;
'''The Second Great War Part II''' (usually shortened to '''SGWP2''') is a 30-mission campaign for ''FreeSpace 2'' by C &amp;quot;Sunil&amp;quot; Reddy.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Author: C &amp;quot;Sunil&amp;quot; Reddy&lt;br /&gt;
&lt;br /&gt;
Originally posted: 06/22/00&lt;br /&gt;
&lt;br /&gt;
Mods: [[stars.tbl]]&lt;br /&gt;
&lt;br /&gt;
Missions: 30&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
:''12 years after the Second Great War, we discover some more Shivans in an uninhabited system on the other side of Terran space.  This campaign is sequel to the Second Great War, in which we set up a blockade, and then go on the offensive.  This campaign has many unique things, such as civil wars, a juggernaut on our side, a Colossus on the enemy side, multiple Sathanas and Colossus juggernauts, bombing runs, unique recon missions, and a collapse node, but you are on the wrong side of it.  How will you survive?''&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
The campaign is widely derided in the FreeSpace community as one of the worst third-party campaigns ever to be released.  However, for some people, the campaign is so bad that it has come full circle and crossed the &amp;quot;so bad it's good&amp;quot; line.  Whether to regard it as a terrible campaign or a [http://www.mst3k.com/ MST3K]-style funny/stupid campaign is a matter of individual preference. -- [[User:Goober5000|Goober5000]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''Actually, in terms of mindless 'let's blow a whole ton of **** up,' it's rather enjoyable.  For instance, I fondly remember one mission where you single-handedly have to take out about 18 or so assorted Shivan cruisers and corvettes. (Turns out a double Helios more than smashes a Cain to smithereens.) However, if you're looking for a coherent story and sensible ship use, it's probably not your cup of tea.''&amp;quot; -- Mongoose, HLP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The readme file warns you that you should use time compression often. That's right. You usually have to reach jump nodes 20k meters away from you or wait for hostiles who must cover the same amount of distance. In terms of mission design, it's as simple as you can imagine. There are a few inspect-this-and-that missions, but most of the times you're only fighting seemingly endless waves of fighters and bombers who are hopelessly trying to do some harm to something you have to defend. Worse, there are missions where everyone in your squad flies bomber and you have to take down a lot of corvettes, destroyers, and even juggernauts(!) in one mission. Often they don't bother to launch fighters. You will collect a lot of kills and medals in this campaign, and you'll be promoted a few ranks also (one of the missions has awarded me 100,000 points for no apparent reason). There is some sort of story deep within the Command and mission briefings, but they're badly written, and it quickly turns out you don't need to understand the intended storyline to keep playing. -- [[User:TopAce|TopAce]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As someone who made the mistake to do a [http://www.youtube.com/view_play_list?p=78E67F2C8E149EE6 Let's Play] of the campaign, I can safely say that, even though I had no expectations whatsoever, was disappointed. I was expecting something stupid, not something THIS bad. I have started playing with a considerable enthusiasm, hoping for dozens of stupidly funny things in the campaign. That did not happen. Instead, I've got a really boring, really bad, confusing experience that I grew to dislike, then to hate. All in all, after finishing it, all I can say is that it has not worth it overall. As a gaming experience, it was horrible. I can't recommend it to anyone. It is horrible and not worth playing. It frustrates you to no end. While that is obviously subjective, I'd like to hereby ask you all to forget even about the sheer EXISTENCE of this campaign.&lt;br /&gt;
A note on the - supposed - technical stability: I can safely say that I have experienced the opposite. It could be said that some of the issues were my fault, but there were so much of them that I cannot say that it is bugless. To say even one word about the instant-warpout mission completions would be useless. I have experienced flying a bomber without primary or secondary weapons, freezing game, the mission not reacting for me pressing the given button, badly added messages, really haphazardly arranged FREDding, et cetera. All in all, please forget about its existence. Go and play [[Blue Planet: Age of Aquarius]] again instead. -- ''[[User:Lucika|Lucika]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The one other thing worth noting about The Second Great War Part II (apart from its ridiculous mission design, obviously) that it ''can'' definitely claim is stability. This is arguably one of the most bug-free campaigns ever released for FreeSpace 2, surpassing fabled mods like [[Warzone]], [[Derelict]], [[The Procyon Insurgency]] and even [[Blue Planet: Age of Aquarius]] in this regard. The only known issue with this campaign, and a minor issue at that since it does not affect gameplay, is the Exit Loop button that remains at the top-right corner of every mission briefing after a certain point in the campaign due to an SOC branch not being closed off properly (clicking it causes the game to crash, from what I've heard). This aside, however, SGWP2 runs flawlessly on nearly every FS2_Open build ever released to the community, including the prototype Nightly Builds and Release Candidate builds. -- [[User:Androgeos Exeunt|&amp;lt;font color=&amp;quot;#9966CC&amp;quot;&amp;gt;Androgeos&amp;lt;/font&amp;gt;]] [[User_talk:Androgeos_Exeunt|&amp;lt;font color=&amp;quot;#40826D&amp;quot;&amp;gt;Exeunt&amp;lt;/font&amp;gt;]] 05:42, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Random Screenshots==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SGWP2 001.png|[[SF Mara (Terrans)]] porn.&lt;br /&gt;
File:SGWP2 002.png|''Your talent and reputation precedes you here.''&lt;br /&gt;
File:SGWP2 003.png|''2nd edition Hathesput (sic) destroyers have [[BFRed|BFReds]] on them.''&lt;br /&gt;
File:SGWP2 004.png|''This ship is the 4th edition Hecate destroyer... The one with four [[BFRed|BFreds]].''&lt;br /&gt;
File:SGWP2 005.png|''We lost many destroyers and pilots... Blah Kami Tu committed suicide.''&lt;br /&gt;
File:SGWP2 006.png|''Command has thought up of an ingenious plan that they are going to try.''&lt;br /&gt;
File:SGWP2 007.png|''We have more support incoming, including 4 more Colossus...''&lt;br /&gt;
File:SGWP2 008.png|''To make it simple, all Invincible Lucifer class destroyers will be designated SXD instead of SD and will start with the letter A while the ones not invincible will start with the letter E.''&lt;br /&gt;
File:SGWP2 009.png|''Enjoy the fireworks...''&lt;br /&gt;
File:SGWP2 010.png|Mumbo Jumbo: ''If you call them ahead of time, you can expect to be yelled at.''&lt;br /&gt;
File:SGWP2 011.png|''Bzzzz. Bzzz.''&lt;br /&gt;
File:SGWP2 012.png|''Ok, listen up. For some reason, we aren't satisfied.''&lt;br /&gt;
File:SGWP2 013.png|''Hehehe. Ever see a destroyer burn like that. That was an easy kill. This ship is so awesome.''&lt;br /&gt;
File:SGWP2 014.png|''Just Patrol around Alpha until your watch is done.''&lt;br /&gt;
File:SGWP2 015.png|GVD Self-Destruct Self destructed&lt;br /&gt;
File:SGWP2 016.png|''Who would have thought that everything would go wrong.''&lt;br /&gt;
File:SGWP2 017.png|''If you aren't man enough for this, don't worry.''&lt;br /&gt;
File:SGWP2 018.png|''Admiral Jimmy Chung, allied with two Vasudan Admirals Poke Bar and Az Ali...''&lt;br /&gt;
File:SGWP2 019.png|A [[GTD Hecate|Hecate]] in its natural habitat.&lt;br /&gt;
File:SGWP2 020.png|Virgo 34 attacks an allied position.&lt;br /&gt;
File:SGWP2 021.png|Relentless resolve blunted by abysmal mission design.&lt;br /&gt;
File:SGWP2 022.png|''Then I will be 104 years old.''&lt;br /&gt;
File:SGWP2 023.png|''You Terrans are homosexual.''&lt;br /&gt;
File:SGWP2 024.png|''Alpha 3 is going to miss his boyfriend. Very funny.''&lt;br /&gt;
File:SGWP2 025.png|''Go ahead and continue talking. I am liking it. Tell me Alpha 3, are you really gay.''&lt;br /&gt;
File:SGWP2 026.png|''Today is Dooms Day, doom for the Shivans that is.'' (!!)&lt;br /&gt;
File:SGWP2 027.png|''Here's what's been happening...''&lt;br /&gt;
File:SGWP2 028.png|''This is will be spearheaded by the Colossus''&lt;br /&gt;
File:SGWP2 029.png|Exit Loop. For your sanity, I implore you.&lt;br /&gt;
File:SGWP2 030.png|''...please don't destroy the spacehunk.''&lt;br /&gt;
File:SGWP2 031.png|''Destroy all Destroyers.''&lt;br /&gt;
File:SGWP2 032.png|''Pilots, secure the place.''&lt;br /&gt;
File:SGWP2 033.png|''There are four admirals on the Colossus and they get a vote apiece totaling 20 votes.''&lt;br /&gt;
File:SGWP2 034.png|''Oh please no. I am scared.''&lt;br /&gt;
File:SGWP2 035.png|''No way Jose. Haha. How do you like my English slang... Sorry terrans, I didn't mean to be rude.''&lt;br /&gt;
File:SGWP2 036.png|''Why not die as heros instead of cowards. Only we know we are heros. Nobody else will.''&lt;br /&gt;
File:SGWP2 037.png|''&amp;lt;Radio Silence&amp;gt;''&lt;br /&gt;
File:SGWP2 038.png|''You did a good job doing absolutely nothing. Keep it up. Just kidding.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
The campaign is still available from the Volitionwatch Archives. However, the Volitionwatch Archives are not being maintained anymore, so it is just a matter of time before the below link stops functioning.&lt;br /&gt;
&lt;br /&gt;
*[http://archives.volitionwatch.com/download/fs2mission/GW2Part2.zip Direct link to the Volitionwatch Archives]&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.40 Freespacemods.net Mirror] - Original, unpacked version&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.206 Freespacemods.net Mirror] - Repacked, with all files (except the readme) contained in a single VP file&lt;br /&gt;
*[http://www.nukelol.com/downloads/freespacefiles/campaigns/GW2Part2.zip Nukelol Mirror]&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SC_Cain&amp;diff=34218</id>
		<title>SC Cain</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SC_Cain&amp;diff=34218"/>
		<updated>2011-04-06T15:33:52Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ Shockwave damage is based on damage, not blast force; so 20000/4000=5 (tested)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The '''SC ''Cain''''' was a Shivan class of cruiser. Cains were the mainstay cruisers used during the [[Great War]] and were still popular during the era of the [[Second Shivan Incursion]].&lt;br /&gt;
&lt;br /&gt;
The Cain had an advanced variant, the [[SC Lilith|SC ''Lilith'']].&lt;br /&gt;
{{shipimage|image=[[Image:Sccain_Sclilith-old.jpg]]|caption=The SC Cain}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Cain is by far the most common cruiser in the Shivan fleet.  It is also the weakest.  However, the Cain should not be underestimated.  It has many turrets, as well as a cluster bomb defensive mechanism.  As a strike cruiser, the Cain mostly appears in attacks against GTA or PVN capital ships and cruisers.  In these cases, it should be destroyed immediately.  The primary weakness of the Cain appears to be its unshielded turrets.  Most of the turrets on the Cain can be destroyed with minimal damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Cain is a Class B threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The weakest of the Shivan cruiser classes is designated SC Cain. These vessels were commonly encountered during Great War battles. Cains are considered to be slightly stronger than the GTC Fenris cruiser class.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
{{shipimage|image=[[Image:Sccain.jpg|500px]]|caption=The SC Cain in FS2_Open 3.6.12}}&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
According to the Bible, Cain was the first son of Adam and Eve. Cain commits the very first murder, killing his brother Abel.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverability|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 30.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 20 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 190 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 1'''&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Light Laser]]&lt;br /&gt;
| 4&lt;br /&gt;
| [[Shivan Light Laser]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
| 3&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[FighterKiller]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[FighterKiller]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[SAAA|Anti-Fighter Beam]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[SRed|Small Red Beam]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|''The Cain is considerably stronger than a Fenris, but has an even worse anti-fighter point defense: with only one AAA turret on the bottom rear of the ship and a couple of weak missile launchers, it leaves the top of the vessel virtually undefended. As far as anti-capital work goes in cruisers, the Cain is pretty good, with a single SRed it will most likely take some skin of the nose of whatever capital ship it attacks it before going down, which it will with only 20,000 hitpoints. A wing of Herc IIs or Myrmidons should have no trouble taking down the Cain, nor should a Deimos, and a wing of bombers will take this ship down very quickly, it takes five Cyclops torpedoes to take this beast down.''&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
''No need to bomb the Cain. Just use your primaries on the hull or turrets. Or sit behind it and shoot its backside off. About 2 minutes should do it if you're on your own, half to 1/3 with a Kayser or Maxim loadout.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Here's a little note for those who are interested: in retail, both the Cain and Lilith look exactly the same, having the same hull theme much akin to the SD Ravana (grey-red instead of black-red), but in versions of FS2_Open before 3.6.10, the Cain gets a new, black-themed hull while the Lilith retains the old Ravana-esque hull. In 3.6.10, the hull textures are swapped, so a Cain in 3.6.10 now looks like the retail Cain version again.''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Gattler&amp;diff=34099</id>
		<title>Talk:Gattler</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Gattler&amp;diff=34099"/>
		<updated>2011-03-29T02:43:31Z</updated>

		<summary type="html">&lt;p&gt;Qent: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The reasoning behind 2000m was that the Gattler has a +Weapon Range of 2000, which limits the player's reticule and AI pilots to that range. I am indifferent. [[User:Qent|Qent]] 02:43, 29 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Gattler&amp;diff=34098</id>
		<title>Talk:Gattler</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Gattler&amp;diff=34098"/>
		<updated>2011-03-29T02:43:18Z</updated>

		<summary type="html">&lt;p&gt;Qent: It's also 2000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The reasoning behind 2000m was that the Gattler has a +Weapon Range of 2000, which limits the player's reticule and AI pilots to that range. I am indifferent.&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Gattler&amp;diff=34022</id>
		<title>Gattler</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Gattler&amp;diff=34022"/>
		<updated>2011-03-26T14:40:48Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Statistics */ Fixed range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The SCWS-10 is a fast-firing mass driver developed by Kiribati-Sunder. Helical ammunition feeds supply 20mm HEAP rounds to a rapid-cycle coilgun at 10 rounds per second. Although initially ineffective against modern warship armor, retooled variants of this round defeat the outer layers of most extant fighter and warship defenses with a degenerate uranium penetrator before detonating their payload. Excellent anti-hull performance and good accuracy at range make the SCWS-10 useful in both the warship attack and intercept roles. Damage against shields is limited by the round's tendency to shear and disintegrate on shield surfaces. Although only in limited circulation, the SCWS-10 is notable for its use onboard Uriel gunships, mounted in the first primary bank as a long-range intercept or hull attack option.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|2000|10.00|1500|20|1.0x|20|0.25x|5|0.5x|10}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Haven't actually found much use for this weapon personally, but that's just me. Its spool up time delay (delay before firing) and its lack of meaningful shield damage mean it is only useful in specific situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Excellent for long range bomb intercept, breaking up bomber formations and anti-hull attack.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Analogous to the [[Maxim]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Another mildly annoying thing is that the [[UEF Uriel|Uriel]] (onto which the Gattler is commonly equipped) is unable to link its weapons, which means you have to switch back and forth between weapons (say, this and the [[Rapier]]) to be effective. This isn't a major problem but can be distracting during a fast-paced dogfight.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Very similar to a Maxim, it has a drastically cut range, less than half of the Maxim, but does more damage per second and does not cause the &amp;quot;shudder&amp;quot; effect of the Maxim. Rather than using power, the Gattler uses ammunition, the amount dependent on the craft (and indeed the bank) it's mounted on. Very useful for disabling turrets - it does more subsystem damage than the [[Scalpel]], and is compatible with nearly every UEF fighter. You can't snipe turrets at range like you can with the Maxim, however; the [[Archer]] that is introduced to you at the same time is a more useful anti-system-sniper. The Gattler is good for any current or future anti-shipping, warhead intercept, hunting of fighters with damaged shields, and close-range multiple turret destruction you might need to do.''}}&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=TerSlashBlue&amp;diff=34006</id>
		<title>TerSlashBlue</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=TerSlashBlue&amp;diff=34006"/>
		<updated>2011-03-24T18:19:00Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ some typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
The '''''Bull Frost'' Tactical Beam''', also known as the '''TerSlashBlue''', is a tactical slashing beam cannon used by the [[GTVA]] in the [[Portal:FreeSpace 2|FreeSpace 2]] mod [[Blue Planet]]. The ''Bull Frost'' has damage ratings similar to the [[MBlue|''Aurora Wake'' beam]], as well as the same effective range, but exhibits a much shorter recharge time and beam lifetime. It serves as the primary armament of the [[GTCv Diomedes|''Diomedes''-class corvette]] and secondary armament of the [[GTD Raynor|''Raynor''-]] and [[GTD Titan|''Titan''-class]] destroyers.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
One of a new generation of Terran weapons systems, the 'Bull Frost' tactical beam is a product of the Threat Exigency Initiative's adaptation of Shivan beam technology. Using the Akheton Corporation's adaptive fire control suite, a dedicated meson reactor, and a cryogenic slurry heat sink, the Bull Frost offers rapid-fire engagement options against multiple turrets and subsystems. The Bull Frost serves as the primary armament of the Diomedes strike corvette and as a battery weapon on the Raynor-class and Titan-class destroyers.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|6 750|10|2.3|Slashing|1|2 338|538|5 376}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is a beam cannon [[Weapons.tbl#.22beam.22|(beam)]]&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon refire rate is the same on all difficulty levels [[Weapons.tbl#.22same_turret_cooldown.22|(same turret cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Despite the typical problems of slash beams in general, this beam barely resembles the [[Terslash]]; the two Bullfrost on a Diomedes will tear up [[UEC Sanctus|Sanctus]] cruisers in less than a minute. In [[Darkest Hour]], if the Indus [[UEFg Karuna|Karuna]] moves into the wrong position, as occasionally happens, it will quickly be ripped to shreds. Don't underestimate these beams and the threat they pose to Federation vessels.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=LRed&amp;diff=33812</id>
		<title>LRed</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=LRed&amp;diff=33812"/>
		<updated>2011-03-15T00:29:09Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ Fixed link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Large Red Beam''' is the basic beam used by the [[Shivans]] in the [[Portal:FreeSpace 2|FreeSpace 2]]&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Basic Shivan anti-capital ship beam weapon&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Beam|4000|10|7|Direct|1|3 300|2 310|23 100}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|''Standard enough [[Shivan]] beam cannon, roughly equivalent to the [[BGreen]] or [[BVas]], but does more sustained damage / second. Mounted on the [[SC Lilith]] making it into kind of a monitor (see '''Wikipedia''': [http://en.wikipedia.org/wiki/Monitor_%28warship%29 Monitor]) as well as the destroyers [[SD Demon]] and [[SD Ravana]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The LRed actually does more damage per minute than the [[BFGreen]] or [[LRBGreen]], according to the [[Weapon Comparison (FS2)#Beam Cannons|Beam Reference]], and only slightly less damage per minute than the [[MjolnirBeam]] due to its long firing time and short recharge rate. If not for the random turret re-fire delay, this beam can actually fire again as soon as its life expires.''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Gauss_Cannon&amp;diff=33494</id>
		<title>Gauss Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Gauss_Cannon&amp;diff=33494"/>
		<updated>2011-02-13T17:23:33Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The long-range Gauss Cannon variant of the Varunastra gun is one of the few tactical advantages Federation warships have in the current conflict. Excellent range and precision compensate for laughably small damage from a depleted uranium penetrator, allowing Federation captains to disable enemy beam weapons, turrets, and subsystems from a safe distance before closing to attack. This tactical flexibility is a major deterrent to simple assault by the GTVA. Hecate destroyers in particular are critically vulnerable to this form of long-range salvo attack. Karuna frigates routinely use their Gauss Cannons to harass targets, forcing GTVA ships to break their formations and charge or be rendered ineffective. Stormrider Systems fabricated the electromagnetic and electronic components of the weapon, while Consolidated Material Dynamics worked on the materials science elements of the design.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Gauss Cannon#Sanctus===&lt;br /&gt;
{{Primary|4800|0.1|3000|600|0.25x|150|0.25x|150|1.00x|600#}}&lt;br /&gt;
&lt;br /&gt;
===Gauss Cannon#Karuna===&lt;br /&gt;
{{Primary|7200|0.1|3000|1200|0.25x|300|0.25x|300|1.00x|1200}}&lt;br /&gt;
&lt;br /&gt;
===Gauss Cannon#Narayana===&lt;br /&gt;
{{Primary|14400|0.1|3000|2400|0.25x|600|0.25x|600|1.00x|2400}}&lt;br /&gt;
*Weapon does the final 75% damage to a ship with the [[Weapons.tbl#Supercap|supercap]] flag.&lt;br /&gt;
*Weapon alternates firing points [[Weapons.tbl#.22cycle.22|(Cycle)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is capable of easily damaging large vessels [[Weapons.tbl#.22Huge.22|(Huge)]]&lt;br /&gt;
*Weapon cannot be mounted on small ships [[Weapons.tbl#.22Big_Ship.22|(Big Ship)]]&lt;br /&gt;
*Weapon projectile generates particles [[Weapons.tbl#.22Particle_Spew.22|(Particle Spew)]]&lt;br /&gt;
*Weapon fires on the designated rate of fire on all difficulty levels and all AI levels [[Weapons.tbl#.22same_turret_cooldown.22|(Same Turret Cooldown)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment| ''Identical to the [[Mass Driver]] in terms of speed, refire rate, and base damage, but there is a crucial difference: the damage is translated to subsystem damage instead of hull damage. In Blue Planet this is a tactical advantage for the UEF. A Narayana can disable the armament of virtually any GTVA warship before it enters beam range of between four and six kilometers.. The Gauss Cannon also has the same range as the [[Mass Driver]], except for the Karuna variant, with the Gauss Cannon maintaining a three kilometer advantage. ''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet weapons]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=UTB_Yurok&amp;diff=33408</id>
		<title>UTB Yurok</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=UTB_Yurok&amp;diff=33408"/>
		<updated>2011-02-04T17:49:33Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ Not true....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|''UTB '''Yurok'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:utfyurok.jpg]]|caption=UTB Yurok}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
One of the few remaining fighters on board the GTD Sanctuary. The past 50 years have not been easy without access to proper maintenance facilities and spare parts. The fighter has been jury rigged and cobbled together from salvaged parts of any non-operational fighter or bomber. The Yurok fills the role of heavy bomber.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Original Model by '''Galemp'''&lt;br /&gt;
*HTL Version by '''Vasudan Admiral'''&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Heavy Bomber&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''&lt;br /&gt;
| Very Poor&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 60.0 - 65.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| 100.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 1125&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 48 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 3&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Morning Star|Morning Star]], [[GTW Prometheus S|Prometheus S]], [[GTW Prometheus R|Prometheus R]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 180&lt;br /&gt;
| [[GTM Helios|Helios]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM Tempest|Tempest]], [[GTM MX-64|MX-64 Rockeye]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Trebuchet|Trebuchet]], [[GTM Helios|Helios]], [[GTM Infyrno|Infyrno]], [[GTM Piranha|Piranha]], [[GTM Stiletto II|Stiletto II]], [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTW Prometheus S|Prometheus S]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|It's surprising due to the fact that despite its 2 bays, its secondary capacity is greater than any stock GTVA bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, because of how its bays are split, the [[GTB Boanerges|Boanerges]] can actually carry the same number of bombs, despite nominally having lower capacity by 20 units.}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*http://www.freespacemods.net/download.php?view.142&lt;br /&gt;
*Blue Planet: AoA Campaign: http://www.freespacemods.net/download.php?view.42&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=UEF_Uhlan&amp;diff=33230</id>
		<title>UEF Uhlan</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=UEF_Uhlan&amp;diff=33230"/>
		<updated>2011-01-22T16:43:52Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ Something is missing....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&lt;br /&gt;
:''For the original ship, see [[FTF Lancer]].''&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Uefuhlan.jpg]]|caption=The {{PAGENAME}}}}&lt;br /&gt;
===Blue Planet: War in Heaven Tech Description===&lt;br /&gt;
The UEF Uhlan is the most commonly used fightercraft in the United Earth Navy. Designed primarily for the space superiority role, the Uhlan is a cost-efficient design that is inexpensive to produce and relatively easy to pilot. The Uhlan is compatible with most Navy weapons and is generally considered a medium-performance vessel. The Uhlan is able to operate within an atmosphere due to an aerodynamic design, and its excellent Saab maneuvering thruster suite gives it sterling agility in a dogfight. Unlike many UEF fighters, however, it lacks reverse thrust. &lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
Except for visible primary weapon models in the second bank, the Uhlan is identical to Steve-O's original [[FTF Lancer]].&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Uhlans were Polish light cavalry armed with lances, sabres and pistols.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = UEF ''Uhlan''&lt;br /&gt;
|type = Space Superiority&lt;br /&gt;
|manufacturer = Saab Spaceframes&lt;br /&gt;
|maneuverability = Average&lt;br /&gt;
|max_velocity = 75 - 90&lt;br /&gt;
|max_ab_velocity = 140&lt;br /&gt;
|max_ab_duration = 5.667&lt;br /&gt;
|armor = Average&lt;br /&gt;
|hitpoints = 250&lt;br /&gt;
|shields = 390&lt;br /&gt;
|length = 18&lt;br /&gt;
|gun_bank_1 = 3&lt;br /&gt;
|gun_bank_2 = 2&lt;br /&gt;
|missile_bank_1 = 40&lt;br /&gt;
|missile_bank_2 = 40&lt;br /&gt;
|missile_bank_3 = 40&lt;br /&gt;
|countermeasures = 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 3&lt;br /&gt;
| [[Vulcan]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Vulcan]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[Vulcan]], [[Scalpel]], [[Maul]], [[Rapier]], [[Gattler]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[Javelin]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[Javelin]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 40&lt;br /&gt;
| [[Hellfire Missile|Hellfire]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 1st&lt;br /&gt;
| colspan=2| [[Dirk]], [[Dart]], [[Hellfire Missile|Hellfire]], [[Javelin]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 2nd&lt;br /&gt;
| colspan=2| [[Dirk]], [[Dart]], [[Hellfire Missile|Hellfire]], [[Javelin]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=1 align=&amp;quot;center&amp;quot;| 3rd&lt;br /&gt;
| colspan=2| [[Dirk]], [[Dart]], [[Hellfire Missile|Hellfire]], [[Javelin]], [[Slammer]], [[Paveway]], [[Grimler]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|The Uhlan is a decent fighter, but not exceptional and not on the same level of quality of the other UEF fighters. It gets the job done in the early missions but is certainly not as good as the Kentauroi or Uriel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite the fact that it's not as fast, maneuverable, or deadly; the Uhlan is actually harder to kill than the [[UEF Kentauroi]] because of its tiny target profile. When flying this, try to maneuver as much as possible and realize that your target profile is only marginally bigger than an [[SF Dragon]]. Don't get fixated on your targets, just attack when you can and do as much damage as possible before evading counter-attacks. When you're GTVA, use high damage/shot weapons like the [[GTW Prometheus S]] or [[GTW UD-8 Kayser]]. A [[GTF Atalanta]] or [[GTF Nyx]] will make fairly easy work of these.}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Blue Planet]]&lt;br /&gt;
[[Category:Blue Planet ships]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTW_UD-8_Kayser&amp;diff=31611</id>
		<title>GTW UD-8 Kayser</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTW_UD-8_Kayser&amp;diff=31611"/>
		<updated>2010-11-10T02:23:37Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ False/redundant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''GTW UD-8 Kayser''' is an advanced primary weapon that is now in its late OpEval period. It has high marks for both shield and armor penetration, beyond even the formidable [[GTW Prometheus S]].  Its shots move fast, reach a decent range, and pack a heck of a punch. That's the good news. The bad news is that, as expected for a prototype weapon, its compatibility with existing fighters and bombers is poor. Few craft can mount this cannon. The weapon's energy requirements are also very high. Still, when you see one of these on the battlefield, you should immediately be very cautious. It's a powerful device, given only to veteran and elite squadrons. Special Operations Command, especially, seems to have priority selection.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Kayser.gif]]|caption=The GTW UD-8 Kayser}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The GTW UD-8 Kayser is the result of an intensive study of Shivan weapon technology. The Kayser emits focused waves of subatomic particles that bombard its target. Impact causes the wave function of the particles to collapse and emit extremely intense, zero-point energy microbursts. Standard policy dictates that weapons of this magnitude be mounted only on bombers, but it has become common practice for field technicians to mount them on fighters.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - UD-8 Kayser===&lt;br /&gt;
{{Primary|975|4|650|28|Full|28|Very Good|25.2|Poor|9.8}}&lt;br /&gt;
&lt;br /&gt;
===Statistics - UD-D Kayser===&lt;br /&gt;
{{Primary|975|3.33|650|16.8|Full|16.8|Full|16.8|Average|9.8}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|''If there is a gun that you want to have when dogfighting, this is that gun. Combining rapid fire with high damage, a well-aimed volley of Kayser fire can convert most fighters to small amounts of debris with little difficulty. The downside is high energy requirements, which somewhat reduces the advantage of the rapid firing rate. Make no mistake: if somebody comes at you spraying Kayser pulses, he's not going to do it for long, but you could well be dead before he stops.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Go all out when you're 90% sure of hitting your target. Otherwise fire in short bursts. With this, you have to make every shot count.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''When I first got to use the Kayser, I stopped using other primary weapons when I had the chance. This gun delivers such a punch that it can actually deplete weak shields and '''still''' have enough power to damage the hull. In fact, for some of the fighters with little hull plating, even a direct hit from four Kayser projectiles can knock their shields from full to null. The downside of the Kayser is that it uses up a lot of energy, even more than the Prometheus. This is something that should be taken into account unless you're flying a [[SF Mara (Terrans)|SOC-retrofitted SF Mara]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Kayser is a good anti-fighter and anti-bomber primary. However, it devours too much energy to be of much use against freighters and cruisers. In such cases, it is advisable to take some Trebuchets or forget the Kayser and take a Maxim or dual Prometheus S cannons. Like most high-consumption anti-bomber cannons, sacrifice some speed for a higher primary recharge rate. With Kaysers, you may run out of energy real fast and at the worst time. Most typically, you will use the Kayser in the main campaign with a [[GTF Erinyes]], the eight guns of which will eat all your primary energy in a few seconds. This might be discouraging, but on a 4-gun [[GTF Perseus|Perseus]], Kaysers serve well, both as anti-fighter and anti-bomber.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Kayser is an excellent dogfight weapon if you have a quick, moderately-armored ship.  You'll need the extra speed and padding so you can divert some energy to your primaries.  As said before, fire in short bursts unless you're sure you'll hit your target (such as against something that's not moving).  If you need your speed and all the shielding you can, you should go with something else, such as dual Prom-S.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''It's also worth noting that the [[GTF Loki]] has a decent recharge rate and can support a pair of Kaysers decently well so long as you have at least some power to weapons, although the battery will drain fast otherwise. My other favorite trick is to pair this off with a [[GTW Maxim]] - use short bursts of the Maxim to disable a capital-class target's subsystems from long range, and use your Kaysers to shred enemy fighters. You'll pack enough firepower to make your otherwise overlooked scout craft into a formidable combatant thanks to its high speed!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kayser is essentially a more balanced [[Banshee]], sacrificing extra shield damage for more hull devastation.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTB_Zeus&amp;diff=31070</id>
		<title>GTB Zeus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTB_Zeus&amp;diff=31070"/>
		<updated>2010-09-24T13:20:03Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Armaments */ It can only carry the Hornet#weak, which isn't player allowed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The '''GTB ''Zeus''''' is a post-Great War-era [[Terrans|Terran-designed]] strike bomber by the Research &amp;amp; Development division of [[Galactic Terran Intelligence]]. It improves upon the [[GTB Athena|GTB ''Athena'']] in that it can mount the [[GTM Tsunami]]; in this regard, it is also the first Terran strike bomber capable of mounting warheads. The trade-off is a slight reduction in speed, armor and shield strength.&lt;br /&gt;
&lt;br /&gt;
During the timeline of the main [[FreeSpace 2]] singleplayer campaign, the ''Zeus'' is better known for its widespread use by the [[Neo-Terran Front]].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[Image:Gtbzeus-old.jpg]]|caption=The GTB Zeus}}&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
Another product of GTI R&amp;amp;D, the Zeus strike bomber is a worthy successor to the Athena.  Its balanced design and increased reactor capacity give it remarkable speed for a bomber, yet still remains capable of carrying the powerful Tsunami bombs.  These features will make the Zeus a versatile and effective weapon against capital ships.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTB Zeus is the fastest of all currently active GTVA bombers. It replaced the fleet's old Athena bombers as they were mothballed during the years following the Great War. Though slightly slower than the Athena, the Zeus's heavier armor and armament give it a much better battlezone survivability rate. Many of the Zeus wings in the GTVA fleet defected to the NTF during the initial stages of the rebellion.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
Excellent for hit-and-run bombing.  Can carry Tsunamis.  Good afterburner supply.&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Greek mythology, Zeus is the king of the gods, controlling sky and thunder. He is also the ruler of Mount Olympus. He is the son of Cronus and Rea, and is married to Hera. Zeus is known for his many offspring, including:&lt;br /&gt;
''(this is only a list of names connected to FreeSpace)''&lt;br /&gt;
*[[GTB Athena|Athena]]&lt;br /&gt;
*[[GTF Apollo|Apollo]]&lt;br /&gt;
*[[GTB Artemis|Artemis]]&lt;br /&gt;
*[[GTEP Hermes|Hermes]]&lt;br /&gt;
*[[GTF Perseus|Perseus]]&lt;br /&gt;
*[[GTF Ares|Ares]] (''alleged'')&lt;br /&gt;
&lt;br /&gt;
Zeus is also said to have had a relationship with [[Ganymede]].&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Stealth Bomber/Strike Bomber (FS1/FS2)|Dynamic Metamer|Poor/Average|55.0 - 75.0|110.0|High/Medium|200|450|20}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 1'''&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Avenger|Avenger]]&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Flail|Flail]]&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW ML-16|ML-16 Laser]], [[GTW Disruptor|Disruptor]], [[GTW Avenger|Avenger]], [[GTW Flail|Flail]], [[GTW Prometheus|Prometheus]], [[GTW Leech Cannon|Leech Cannon]], [[GTW Shield Breaker|S-Breaker]]&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW Circe|Circe]], [[GTW Lamprey|Lamprey]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 1'''&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Phoenix V|Phoenix V]]&lt;br /&gt;
| [[GTM Trebuchet|Trebuchet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Stiletto|Stiletto]]&lt;br /&gt;
| [[GTM Stiletto II|Stiletto II]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Synaptic|Synaptic]]&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM D-Missile|D-Missile]], [[GTM Fury|Fury]], [[GTM Hornet|Hornet]], [[GTM Interceptor|Interceptor]], [[GTM Phoenix V|Phoenix V]], [[GTM Synaptic|Synaptic]], [[GTM Stiletto|Stiletto]], [[GTM Tsunami|Tsunami]], [[GTM EM Pulse|EM Pulse]], [[GTM Cluster Bomb|Cluster Bomb]]&lt;br /&gt;
| [[GTM EMP Adv.|EMP Adv.]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]], [[GTM Piranha|Piranha]], [[GTM Stiletto II|Stiletto II]], [[GTM Infyrno|Infyrno]], [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:Gtbzeus.jpg]]|caption=The GTB Zeus in FS2_Open 3.6.10}}&lt;br /&gt;
'''Retail''':&lt;br /&gt;
:$POF File: bomber09.pof&lt;br /&gt;
:Textures: bomber09-01(a/b/c), thruster01&lt;br /&gt;
&lt;br /&gt;
'''MediaVP 3.6.10''':&lt;br /&gt;
:$POF File: bomber04.pof&lt;br /&gt;
:Textures: ZeusHTL, ZeusHTL-debris, glass, Tercoc01&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|''The Zeus just can't hack it. The decrease in speed, shields, and maneuverability, and the increase in its thickness and hence target profile are all apparently minor, but they all magnify each other. In the end, it turns out that the Zeus is significantly less survivable than the Athena. If you really need bombs for the target and don't need too much muscle, you're going to be safer AND put more weight on target in a Medusa or Artemis. If you're busting subsystems, the Athena has all the moxie needed for that role already. And if you're an Athena veteran and used to flying it as if it were a fighter, don't get a Zeus. (The Artemis, however, is acceptable.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For such a high tech looking ship, you get surprisingly less than what you would expect. The ONLY situation I might find this thing good in is where you need to disable or disarm something cruiser or corvette-sized and need enough missile banks to do that and fend off hordes of fighters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Zeus offers good maneuverability, relatively high speed and four primary weapons which make it ideal against fighters if you do not need a large amount of bombs. Its warhead capacity is the lowest of all [[Second Great War]]-era craft, but as compensation, aiming with its laser guns is easy and the ability to take Tempests and Harpoons make it even more effective. Against flak fire, it does not hold out for long. The Zeus is a tactical bomber, which can defend itself until it releases all its Trebuchets or Stilettos, eliminating turrets on hostile warships and pave the way for heavier bombers to deliver their heavy bombs.''&lt;br /&gt;
&lt;br /&gt;
''As for compatibility, the Zeus is a good choice as well: The Prometheus S and the UD-8 can be chosen as well as anti-fighter warheads, Trebuchets, Stilettos and Infyrnos.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''As the developers noted, it has a good afterburner supply. Press that 'Tab' or whatever and you will be flying at high speed for a while. However, the max afterburner velocity isn't that good (okay for a bomber), but it works when you're speeding up just before you launch your bomb, and want to have enough energy to pull away from the impact. It also recharges a bit slowly.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The key to understanding the Zeus is to realise its role: the Athena is a superior dogfighter to its replacement, but both are really intended as fast strike bombers rather than dogfighters and the Zeus significantly improves on the Athena as a bomber. In a real sense, it is the forerunner to the [[GTB Artemis]] and the [[GVB Bakha]]. However, by FS2, these newer ships are clearly preferable.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''One expects fighters or bombers capable of a certain speed to have a comparable rate of turn.  The Zeus seems to have the speed of a light bomber or heavy fighter, but holds onto the awful turning radius of its heavier brethren.  This means that, unless you want to drop speed, you must release your bombs or cut off a strafing run earlier than you might otherwise have to.  Its wide turning radius also plays into the Zeus's other problems with survivability.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Zeus is easily the worst FS2 bomber in terms of bomb capacity, and It's also the slowest strike bomber, but it maneuvers far better than any other strike bomber, almost as well as the the Myrmidon, and has much better positioned gunmounts than the Artemis.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The problem with the Zeus is it feels weak. The Zeus can be killed by double Harpoons/Interceptors, which makes it the weakest of any bomber. It's not a good idea to try and ward off fighters with such a weak bomber. It's like flying in an interceptor class with half of the speed and rate of turn and double the target profile.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''It may be worth noting that the Zeus is capable of braking to a complete stop and accelerating to full speed on normal thrusters very quickly&amp;amp;mdash;much more quickly than most other Terran and Vasudan small ships, in fact.''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTW_Training_Laser&amp;diff=31043</id>
		<title>GTW Training Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTW_Training_Laser&amp;diff=31043"/>
		<updated>2010-09-19T06:55:44Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''GTW T Training laser'''&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
==Description==&lt;br /&gt;
Used by the [[GTDr Amazon]] drones in training missions exclusively, naught to be found elsewhere in official campaigns.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|800|2|200|5|Full|5|Poor|1|None|0}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|This is it folks, the worst weapon in the game, and it was intended to be so. Travelling slower than a [[GTM MX-50|MX-50]] without a target, making the [[GTW ML-16|ML-16]] look like the [[GTW UD-8 Kayser|Kayser]] it is the baseline weapon. It can be used in situations where things must be armed because of plot (or something) but must be armed very badly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bolts have a passing resemblence to the Prometheus S's shots and can be mistaken for them on rare occasions.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTM_TAG-A&amp;diff=30947</id>
		<title>GTM TAG-A</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTM_TAG-A&amp;diff=30947"/>
		<updated>2010-09-04T19:07:09Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ Yay, another use kind of...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''GTI TAG-A Missile'''&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Taga.gif]]|caption=The GTI TAG-A Missile}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The TAG-A missile was conceived during the GTVI's top-secret stealth technology research projects. The missile was manufactured and swiftly pressed into service as a means of counteracting the sensor-disrupting effects of the recently discovered Knossos nebula. Upon impact with a hard surface, the TAG missile adheres and activates a small, short-lived electronic beacon. This beacon is powered by a small fuel cell with a usable lifetime of several seconds. During this time, it broadcasts location and targeting information to all friendly ships within range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|2 000|3.0|400|0.1|Full|0.1|Full|0.1|Full|0.1|10 / 30|Dumbfire|N / A|N / A|N / A}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*[[Weapons.tbl#$TAG:|TAGs]] the target (level-2). Effect lasts for 11 s&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The TAG weapons seem ineffective in anything other than the properly [[FRED]]ed mission, the only one in the [[Portal:FreeSpace 2|FreeSpace 2]] campaign (as far as I know) is [[A Game of TAG]], beyond that single mission, I don't think they really have any use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If this was used by warships instead of fighters, and was fired in swarms and an ULTRA beam followed, I would be very wary of this. However, it is not, and therefore I shall scorn it to death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TAG weapons do have some use outside of missions scripted for its use, though the situations are so specific that if it's not mentioned explicitly during mission briefing, there's not much point loading up on TAG weaponry.  It is worth mentioning, however, that TAG missiles/rockets negate the stealth abilities of Pegasus and Ptah fighters.  This is pretty important, since it allows you to order your wingmen to attack a stealth target, and it briefly lets aspect-seeking missiles and warship turrets track the tagged vessel.  Additionally, it seems that targets under the effect of a TAG warhead are given some minor priority by warships' turrets, but the effect is very difficult to notice, unless you're off in the distance, watching a specific target and keeping count of how many turrets are actually firing at the tagged vessel.  In summary, though, I would say that if you're expecting to fend off a number of hostile stealth fighters, in the presence of a friendly warship, pack some TAG warheads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The TAG effect also overcomes sensor limitations in a nebula, e.g. if an enemy warship is lurking just out of sensor range but within beam range.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SF_Mara_(Terrans)&amp;diff=30946</id>
		<title>SF Mara (Terrans)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SF_Mara_(Terrans)&amp;diff=30946"/>
		<updated>2010-09-04T14:16:27Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Armaments */ Added weapon compatibilities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''See also: [[SF Mara]]''&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
The '''SF ''Mara''''' was an advanced fighter used by the [[Shivans]] during their [[Second Shivan Incursion|incursion]] into the galaxy in 2367. It is known that the SF ''Mara'' was one of the first fighter classes that were spotted and designated after the destruction of the [[FreeSpace 2 Terran Ship Database#GTC Vigilant|GTC ''Vigilant'']]. Terran operatives acquired at least four of these fighters and retrofitted them to Terran standards. Then, [[Special Operations Command]] launched a mission beyond the second [[Knossos]] device to reconnoiter the area.&lt;br /&gt;
{{shipimage|image=[[Image:Sfmara-old.jpg]]|caption=The SF Mara (Terrans)}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Mara class of Shivan fighters was first encountered by the GTC Vigilant while patrolling the Gamma Draconis jump node in the Capella system. All other information concerning the Mara is classified level Psi.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Space Superiority|Triton Dynamics|Excellent|75.0 - N/A|135.0|Very Heavy|475|700|17.8}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Trebuchet|Trebuchet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 105&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM Trebuchet|Trebuchet]], [[GTM MX-64|MX-64]], [[GTM Tempest|Tempest]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Harpoon|Harpoon]], [[GTM EMP Adv.|Emp Adv.]], [[GTM TAG-A|TAG-A]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
''Easily one of the best fighters, if not the best. A simple joy to fly. Only weak point is the 4 gun mounts, but even then the other stats are so ridiculous you can wreak havoc.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Superior to the Shivan original [[SF Mara|Mara]], just as Snipes says.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''As odd as it sounds, [[Into the Lion's Den]] is actually somewhat unkind to the Terran Mara, as you spend most of your time scrambling between widely spaced targets and don't really get the chance to stop and dogfight it much. Still, as can be seen from the above commentary, even a tiny taste of the SF Mara (Terrans) capabilities is enough to make most people fall in love.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Mara is a dream come true for any GTVA pilot. Not only is it very agile, it has a large afterburner capacity and cavernous missile banks. This, coupled with a massive reactor core that generates and recharges enough power to fire [[GTW UD-8 Kayser|Kaysers]] like [[GTW Subach HL-7|Subachs]], makes the Mara superior to any other GTVA fighter in almost every, if not every, respect. To get an idea of how big the Mara's banks are, here are some statistics: It can hold 42 [[GTM Harpoon|Harpoon]]s in '''each''' of its two missile banks. That equates to 84 [[GTM Tornado|Tornados]], or 13 [[GTM Trebuchet|Trebuchets]], '''per bank'''. Not even the [[GVF Tauret]] can compare to that.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Mara's biggest weakness is that it is only compatible with the following the Subach HL-7 and the Kayser. Nevertheless, this being the most serious weakness for this fighter, it doesn't really do much to it, since the Kayser is widely considered to be the best weapon in the game. Plus, even if you can't carry the Maxim to disarm capships from afar, the heavy shielding and hull of the Terran Mara can allow you to get up close to turrets in order to knock them out and not take a lot of damage to yourself while doing it (though using Trebuchets is a better idea, since there isn't as much risk involved). Needless to say, this is the ship that trades in Primary weapon compatibility for high energy capacity/recharge rate, even a higher secondary payload, higher shielding and hull than the original Mara, while retaining its well-known maneuverability. Even though in the Main Campaign you fly it only once, it's a treat.''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Battle_of_Endor_Syndrome&amp;diff=30853</id>
		<title>Battle of Endor Syndrome</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Battle_of_Endor_Syndrome&amp;diff=30853"/>
		<updated>2010-08-22T15:41:26Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* What do we mean by a Battle of Endor mission? */ numerous major campaigns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What do we mean by a Battle of Endor mission?==&lt;br /&gt;
The [[Wikipedia:Battle of Endor|Battle of Endor]] (BoE) is a very important battle in the [[Wikipedia:Star Wars|''Star Wars'']] universe. This battle involved several dozen warships and hundreds of fighters on each side. If you ever hear somebody from the FreeSpace community mention a Battle of Endor-type mission, s/he is thinking about a mission which involves several warships (often big ones, corvettes and larger) battling each other across a space teeming with fighters. An old [[FRED and the Battle of Endor Syndrome|Volition Watch article]] advised FREDders not to create &amp;quot;BoE&amp;quot; missions. However, numerous major campaigns released in the last few years feature enjoyable Battle of Endor missions; the VWatch article condemned the type rather than the makers wrongly. It raised specific examples of errors common to BoE missions, but the errors are ones that bespeak poor design and attention to detail, not proper indictments of the type.&lt;br /&gt;
&lt;br /&gt;
However, this brings us to the key point regarding this type of mission. It is ''extremely unforgiving'' of designer inexperience, lack of attention to detail, and error. In a mission that features only a couple of cruisers and their fighter wings fighting it out, one can afford to make a few mistakes or to simply &amp;quot;gloss over&amp;quot; details; likely it won't be noticed.&lt;br /&gt;
&lt;br /&gt;
In a Battle of Endor-type mission, any mistake or overlooked detail will show up glaringly.&lt;br /&gt;
&lt;br /&gt;
==What are the problems with such missions?==&lt;br /&gt;
&lt;br /&gt;
*The FreeSpace engine: The Retail engine (not [[FreeSpace Open]]) has difficulty if there are too many objects in the mission, typically resulting in collision-detection failure and rendering primary weapons mostly useless. [[FreeSpace Open]] is much more permissive in this regard, but can still experience a noticeable slowdown in some cases. Generally, however, you should be reasonably safe as long as there are no asteroids involved.&lt;br /&gt;
&lt;br /&gt;
*Mission designer's nightmare: BoE missions are ''very hard to build well.'' If you are a precise and circumspecting mission designer, you will find making such missions terribly painful and nerve-wracking. Testing these missions is not the easiest thing to do, either. With lots of targets, a player can react lots of ways and prioritize them in odd fashions, or attempt to take on enemies that are not their problem. Building a BoE and getting it to behave consistently is not easy. Building one that looks good, with ships maneuvering and reacting to changing situations, and getting it to behave consistantly is even more daunting.  If it does work, the designer may be fighting the AI or ceding control of large parts of the action.  And this is ''before'' you involve Alpha 1 and attendant issues of difficulty and player skill.  &lt;br /&gt;
&lt;br /&gt;
==Why ''should'' I make such missions?==&lt;br /&gt;
Volition had to &amp;quot;dodge&amp;quot; making such missions several times over the course of FreeSpace and FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
The player participates in the epic [[Battle of Deneb]] depicted in the FreeSpace 2 intro through the missions [[Evangelist]] and [[Doomsday]], holding off the [[SD Lucifer|SD ''Lucifer'']] and SD ''Eva'' from [[Vasuda]]; it is instructive to consider how much more impressive that battle is in the FS2 intro, and how many more ships were involved. This seems a much more reasonable expression of how the battles &amp;quot;should&amp;quot; have played out considering what both sides had available and how important it was to them. In FreeSpace 2, [[High Noon]] and [[Bearbaiting]] are such missions; this is effectively make-or-break for the [[Galactic Terran-Vasudan Alliance|GTVA]], but they commit only a small number of fighter wings (four or five) and three capital craft when we know they had more than that available. (Karajorma's &amp;quot;Grizzly Bearbaiting&amp;quot; gives a reasonable impression of what Bearbaiting perhaps should have been.) Similarly, the events between Bearbaiting and High Noon, and there is in fact a time gap of at least several hours, encompass what would have qualified as a BoE. The original GTVA plan for taking down the ''[[SJ Sathanas|Sathanas]]'' with a multi-destroyer assault would probably have also counted as one, as would the version of [[Their Finest Hour]] that seems to have been originally intended.&lt;br /&gt;
&lt;br /&gt;
Volition had to avoid this, have the ''Aquitaine'' totally unescorted by friendly capital ships either of the two times it was bushwhacked by a Moloch, or have no more than two ships corvette-sized or up in the mission area, because they had to contend with the limits of contemporary computers. Computers have since advanced, and these missions could now have been built, or the ''Aquitaine'' could have yelled for backup from its fleet in Proving Grounds rather than run away. Above all else, this type of mission offers the opportunity to create a decisive battle that is not only decisive, but ''looks'' decisive and looks realistic.&lt;br /&gt;
&lt;br /&gt;
Similarly, missions of this sort offer the designer an excellent opportunity to demonstrate to the player that they are not doing all the heavy lifting on their own; there are other people out there fighting both for and against them. Combined with intelligent use of command briefs and a few additional missions that demonstrate the aftermath or the preliminaries to engagements, such missions can greatly help establish the feeling that the player is a part of a larger battle, not the fulcrum for all events in the war. &lt;br /&gt;
&lt;br /&gt;
Such missions when well-constructed also offers an excellent (and much harder to detect than other, more blatant ways of achieving this) opportunity to have the player's side get their collective head handed to them despite the presence of the player.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Simply put, this is not something for a novice to attempt. It takes a lot of skill and attention to detail to build a large combat that will work. More difficult yet is attempting to build one where the player will actually have a noticeable impact on the outcome, if that is your intent.&lt;br /&gt;
&lt;br /&gt;
Some workarounds for these missions exist, such as Derelict's solution of having the player fight in a separate yet nearby action.&lt;br /&gt;
[[Category:FRED Mistakes]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Canon&amp;diff=30771</id>
		<title>Canon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Canon&amp;diff=30771"/>
		<updated>2010-08-18T04:56:21Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Notees */ Notees?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Wiki contributors: See also'' [[Veteran comments policy]]&lt;br /&gt;
&lt;br /&gt;
==Definition==&lt;br /&gt;
&lt;br /&gt;
When applied to ''FreeSpace'', '''canon''' information is anything that has been confirmed by [[Volition]] as official truth within the ''FreeSpace'' universe.  This is primarily derived from in-game material, such as command briefings, mission messages, cutscenes, and the tech room; though it can also be obtained from other sources such as the ''[[FreeSpace Reference Bible]]''.  Furthermore, anything stated by a Volition employee (such as the famous quote &amp;quot;The Shivans are merely a symptom of a much bigger problem&amp;quot;) is generally also accepted as canon. The official expansion to ''FreeSpace 1'', ''Silent Threat'' is also canon.&lt;br /&gt;
&lt;br /&gt;
Canonicity is typically one of the most important measures of the quality of a user-created story (whether a mission or fan fiction).  Linking a story with canon events is an excellent way to establish believability, consistency, and credibility.  A story that has a high degree of correspondence with canon information will probably be viewed more favorably than a story which contradicts canon in many places.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Even canon contradicts itself sometimes (e.g. [[FreeSpace Trivia#Cutscene Quirks|FS2 intro]])&lt;br /&gt;
* Some non-canon information, such as Su-Tehp's fleet arrangement list, is commonly used because it is a handy way to fill in gaps in canon&amp;amp;mdash;but this should be treated as one of many possible &amp;quot;expanded universes&amp;quot; which writers should feel free to accept or not accept&lt;br /&gt;
* Establishing the &amp;quot;only Volition information is canon&amp;quot; rule helps prevent elitism and strife (e.g. fans of different post-FS2 continuities, such as Inferno and Cold Element, arguing over which should be considered canon).&lt;br /&gt;
* Popularity should not dictate what is taken to be official (e.g. lobbying for [[Derelict]] to be declared canon is an insult to other post-Capella-era campaigns)&lt;br /&gt;
* See also [http://homepage.ntlworld.com/karajorma/FAQ/general.html Karajorma's writings on FreeSpace 3]&lt;br /&gt;
&lt;br /&gt;
==Wiki Policy on Canonicity==&lt;br /&gt;
&lt;br /&gt;
Because the FreeSpace Wiki aims to be a reliable resource, it is important for it to properly distinguish between canon and non-canon information.  This is because readers will usually treat an article as describing canon unless it is clear from the context that it is not.&lt;br /&gt;
&lt;br /&gt;
Generally, canon and non-canon information should appear in separate articles to avoid the possibility of confusing the two.  When canon and non-canon information both appear in the same article, the canon should take precedence.  There should be strong justification for the presence of non-canon information (for example, deductions which, though reasonably based on established facts, are not definitively known to be true) to reduce the possibility of confusion or distraction from the canon.  The non-canon information should always be clearly labelled as such and, wherever possible, separated from the rest of the article through use of the &amp;lt;nowiki&amp;gt;{{non-canon}}&amp;lt;/nowiki&amp;gt; tag:&lt;br /&gt;
&lt;br /&gt;
{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
You can use this heading with grey text underneath it like this &amp;lt;nowiki&amp;gt;{{non-canon|Text in grey}}&amp;lt;/nowiki&amp;gt;. :&lt;br /&gt;
&lt;br /&gt;
{{non-canon|Text in grey}}&lt;br /&gt;
&lt;br /&gt;
You can change the text color to grey using the &amp;lt;pre&amp;gt;&amp;lt;font color=grey&amp;gt;&amp;lt;/pre&amp;gt; markup.&lt;br /&gt;
&lt;br /&gt;
If you are creating a new article on a non-canon ship, such as the [[HLD Mefdef]] or [[Spacesuit]], be sure to put the following code at the top of the article:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{User-made Ships}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
This marks your ship, and all information regarding it, as non-canon, and automatically adds a link to other [[User-made Ships|user-made ships]] as well.&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=UEFg_Karuna&amp;diff=30768</id>
		<title>UEFg Karuna</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=UEFg_Karuna&amp;diff=30768"/>
		<updated>2010-08-17T17:52:17Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Armaments */ Updated for the most recent releases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The '''UEFg ''Karuna''''' is a fan-made [[Terrans|Terran]]-designed multi-role combat frigate used by the [[United Earth Federation]] in [[Blue Planet]]. The UEF utilises this class of warship very heavily, particularly as a standard warship deployed during the war with the [[GTVA]]. While the ''Karuna'' lacks heavy-hitting long-range weaponry, it is peppered with numerous turrets to engage warships effectively at medium and close range. The ''Karuna'' also has a small fighterbay, allowing it to launch fighters and/or bombers to escort or engage targets should additional reinforcements be unavailable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[image:UEFgKaruna.png|600px]]|caption=The UEFg ''Karuna''}}&lt;br /&gt;
===Blue Planet: Age of Aquarius Tech Description===&lt;br /&gt;
The Karuna class frigate, a product of the orbital shipyards of Earth and Mars, is the backbone of the United Earth Navy. These versatile ships perform a variety of missions, including strike, escort, long range patrol and scouting. The incorporation of a launch bay for 12 light to medium fighters provides an added edge to its combat capability. It's simple but elegant design reflects its ingenuity despite the lack of advanced resources and construction facilities. The most noteworthy design concept is the utilisation of a rotating section, creating gravity for those aboard the vessel. This greatly reduces the need for power hungry gravity plating, and serves as a platform for the ships medium range sensor arrays giving them an outstanding field of view. It also acts as a centrifugal power generator that powers most of the secondary subsystems leaving the main reactors free to deliver more power to the engines, weapons and other primary subsystems. The Karuna's weapons array consists primarily of conventional pulse cannon, flak and missile batteries&lt;br /&gt;
&lt;br /&gt;
===Blue Planet: War in Heaven Tech Description===&lt;br /&gt;
The Karuna class frigates are the backbone of the new Federation Navy and are the most versatile warships in the fleet. While smaller than the old Orion class destroyers, they are faster and pack a much greater punch. Armed with several point defence turrets, railguns and heavy missile batteries, they are a deadly threat to any ship that engages them in battle. Ideally suited to independent intrasystem duties, they have been instrumental in maintaining peace and order within Sol. As Solar military forces continue to move closer and closer towards a more generalised ship design, Karuna frigates are expected to serve the navy in their current capacity well into the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
Downturreted version of Steve-O's original Hyperion frigate.&lt;br /&gt;
&lt;br /&gt;
The Karuna packs so many torpedoes that it can effectively saturate a target's point defenses, leaving no beams or pulse weapons available to fire at oncoming fighters or bombers. This is part of its tactical abilities - on its own, the Karuna lacks the firepower to stand toe-to-toe with most GTVA warships of comparable or greater size.&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Karuṇā is a Sanskrit word meaning &amp;quot;Compassion&amp;quot; or &amp;quot;Pity&amp;quot;. It is one of the four main pillars of Buddhism. For Theravāda Buddhists, dwelling in karuṇā is a means for attaining a happy present life and heavenly rebirth.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Frigate|Manadyne Designs|N/A|40|N/A|N/A|85000|N/A|1295}}{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Width|Width]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''&lt;br /&gt;
| m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Fighter Complement|Fighter Complement]]'''&lt;br /&gt;
| 12 fighters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''BP: AoA'''&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| '''BP: WiH'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mass Driver#Karuna&lt;br /&gt;
| 2&lt;br /&gt;
| Mass Driver#Karuna&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Gauss Cannon#Karuna&lt;br /&gt;
| 5&lt;br /&gt;
| Gauss Cannon#Karuna&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Apocalypse#Karuna&lt;br /&gt;
| 3&lt;br /&gt;
| Apocalypse#Karuna&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Point Defense Turret&lt;br /&gt;
| 11&lt;br /&gt;
| Point Defense Turret&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Burst Flak&lt;br /&gt;
| 8&lt;br /&gt;
| Burst Flak&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|This ship is poetry. Its salvo turrets lend it the air of a World War II cruiser, spewing lines of tracer fire at swarming fighters. Multiple torpedo launchers and an impressive set of forward railguns give a Karuna charge all the cinematic punch of the Pegasus deathrun from Battlestar Galactica.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it also has the same survival rate, and less effectiveness. The Karuna, like most UEF ships, takes it on the chin against beam-armed opponents when at range.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SJD_Sathanas&amp;diff=27436</id>
		<title>SJD Sathanas</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SJD_Sathanas&amp;diff=27436"/>
		<updated>2010-01-01T19:48:27Z</updated>

		<summary type="html">&lt;p&gt;Qent: Reworded to make the subject clear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{shipimage|image=[[Image:Sjd.png]]|caption=The SJD Sathanas}}&lt;br /&gt;
&lt;br /&gt;
The '''SJD ''Sathanas''''' was a substitute for the SJ ''Sathanas'' used in the [[FreeSpace 2]] mission, [[Into the Lion's Den]]. Up close, it is a simple textured tetrahedron (a polyhedron with four faces), but in the target view, it appears to be a [[SJ Sathanas|''Sathanas''-class juggernaut]]. This was done in order to save memory - In this mission, six juggernauts jump in which could potentially cause problems on older machines.&lt;br /&gt;
&lt;br /&gt;
Because of the amount of distance between the player and the ships in this mission, and the fact that the player only has 15 minutes to complete the mission, the player never actually gets to see the tetrahedral shape of this ship.&lt;br /&gt;
&lt;br /&gt;
They also make several more discreet appearances in the last few missions of the game, starting with [[Their Finest Hour]], where dozens of them are placed far outside the game area and hidden from sensors. This gives the illusion of multiple Sathanas juggernauts around the Capella star, in addition to the Sathanas background bitmaps. Using [[GTM EMP Adv.|EMP missiles]] can have strange effects on these missions, including being able to target the mission props, and wingmen attempting to attack them. Attempting to attack them yourself may result in you going out-of-bounds and your vessel self-destructing.&lt;br /&gt;
&lt;br /&gt;
Many user-made mods remove the SJD ''Sathanas'' from the list of available ships to save room, since the ship's only use was fulfilled in the official ''FreeSpace 2'' campaign. Some other user-made missions briefly use this ship, either as target practice for a &amp;quot;missed&amp;quot; beam cannon shot, sensor echoes or other discreet purposes.&lt;br /&gt;
&lt;br /&gt;
Despite being smaller than a real Sathanas, an unmodified SJD Sathanas explodes just as violently.&lt;br /&gt;
&lt;br /&gt;
On a related note, there was a low-polygon Sathanas model found in the retail VP files known as &amp;quot;minicap.pof&amp;quot;. It appears to serve no purpose.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the actual [[SJ Sathanas|SJ ''Sathanas'']].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
A Sathanas, off in the distance.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 25.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 1 000 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[SJ Sathanas|SJ ''Sathanas'']]&lt;br /&gt;
* [[SpaceHunk]]&lt;br /&gt;
&lt;br /&gt;
[[category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTCv_Bellerophon&amp;diff=25796</id>
		<title>GTCv Bellerophon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTCv_Bellerophon&amp;diff=25796"/>
		<updated>2009-10-05T14:18:26Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* BP:AoA Tech Room Description */ Put in the real one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|''GTCv '''Bellerophon'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:gtcvbellerophon.jpg]]|caption=GTCv Bellerophon}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===BP:AoA Tech Room Description===&lt;br /&gt;
The next generation of Alliance corvettes is the heavy Bellerophon class. Her abilities are similar to that of the lighter Chimera class, but more reactor power has been diverted towards weapons systems to provide an increase in firepower. The result is a slower-propulsed but better-armed variant of the Chimera chassis, with new hull plating taking advantage of breakthroughs in armour research.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by '''Stratcomm'''&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Corvette&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 70 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''&lt;br /&gt;
| 358 m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''&lt;br /&gt;
| 275 m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 866 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BBlue]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MBlue]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[STerPulse]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Stratcomms Fleet Pack: http://www.freespacemods.net/download.php?view.387&lt;br /&gt;
*Blue Planet: AoA - http://www.freespacemods.net/download.php?view.42&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTSG_Mjolnir&amp;diff=25509</id>
		<title>GTSG Mjolnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTSG_Mjolnir&amp;diff=25509"/>
		<updated>2009-09-24T22:38:21Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ No shield mesh!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The '''Galactic Terran Sentry Gun (GTSG) ''Mjolnir''''', also known as the '''''Mjolnir'' Remote Beam Cannon (RBC)''', is an [[Galactic Terran-Vasudan Alliance|Allied]] [[Terrans|Terran-designed]] gun emplacement. Brought into service near the end of the [[NTF Rebellion]], the ''Mjolnir'' sports a single destroyer-grade beam cannon for attacking larger enemy vessels. For defense, the ''Mjolnir'' is equipped with a bomber-issue shield system, although it has no defensive turrets and relatively thin armor plating as a deterrent should its shields fail.&lt;br /&gt;
{{shipimage|image=[[Image:Gtsgmjolnir-old.jpg]]|caption=The GTSG Mjolnir}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTSG Mjolnir is the most advanced sentry gun device known. Vastly tougher and deadlier than the earlier Watchdog, Cerberus, and Alastor models, the Mjolnir is a danger to any hostile fighter or bomber that comes within range. Its two beam weapons and three missile banks enable it to take on multiple enemies simultaneously. Mjolnirs are also referred to as RBCs (remote beam cannons). They are used to help protect the most vital front-line Alliance installations.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origins===&lt;br /&gt;
In Norse terminology, it roughly means &amp;quot;to pulverize&amp;quot;. Mjolnir refers to the legendary war hammer of Thor, made for him by the twin dwarves Sindri and Brokkr. &lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Fixed gun emplacement|RNI Systems|N/A|N/A|N/A|N/A|2 500 or 4 500|800|108}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MjolnirBeam]] or [[MjolnirBeam|MjolnirBeam#Home]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
''The Mjolnir mounts only one weapon, despite the tech description. That weapon is the single most deadly GTVA beam cannon you're ever going to find, however. Mjolnirs are very nice things to have on a blockade, but desperately vulnerable to fighter and bomber attack.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''I think you only encounter them in one mission (the one where you have to destroy most of the rebel fleet) but they are excellent. As with the above, you have to protect them as they have no anti-fighter armament and really go down fast despite the 2.5-4.5k HP for a sentry. Their fairly small size and massive firepower leads one to wonder why the GTVA does not mount any of these on their warships.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Though these guns pack a wallop, they're quite vulnerable, both to fighter strafing and return fire from warships.  In-game, be sure to keep an eye on threats in the area, or a blockade dependent on the presence of these guns will be over very quickly.  As a mission designer, consider whether or not you want warships firing their beams back at Mjolnir platforms or not, since despite the cruiser flag in the tables, Mjolnirs are small enough to justify them being ignored by heavy beams (i.e. being flagged &amp;quot;beam-protected&amp;quot;).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The tables indicate that the Mjolnir has shields, but neither the Retail nor the Media VP model has a shield mesh. If modders want their Mjolnirs to have shields, then they will have to give it the [[Ships.tbl#.22surface_shields.22|&amp;quot;surface shields&amp;quot;]] flag.''}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTSG_Mjolnir&amp;diff=25508</id>
		<title>GTSG Mjolnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTSG_Mjolnir&amp;diff=25508"/>
		<updated>2009-09-24T22:27:43Z</updated>

		<summary type="html">&lt;p&gt;Qent: &amp;quot;defenSe&amp;quot; -&amp;gt; &amp;quot;defense&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The '''Galactic Terran Sentry Gun (GTSG) ''Mjolnir''''', also known as the '''''Mjolnir'' Remote Beam Cannon (RBC)''', is an [[Galactic Terran-Vasudan Alliance|Allied]] [[Terrans|Terran-designed]] gun emplacement. Brought into service near the end of the [[NTF Rebellion]], the ''Mjolnir'' sports a single destroyer-grade beam cannon for attacking larger enemy vessels. For defense, the ''Mjolnir'' is equipped with a bomber-issue shield system, although it has no defensive turrets and relatively thin armor plating as a deterrent should its shields fail.&lt;br /&gt;
{{shipimage|image=[[Image:Gtsgmjolnir-old.jpg]]|caption=The GTSG Mjolnir}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTSG Mjolnir is the most advanced sentry gun device known. Vastly tougher and deadlier than the earlier Watchdog, Cerberus, and Alastor models, the Mjolnir is a danger to any hostile fighter or bomber that comes within range. Its two beam weapons and three missile banks enable it to take on multiple enemies simultaneously. Mjolnirs are also referred to as RBCs (remote beam cannons). They are used to help protect the most vital front-line Alliance installations.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origins===&lt;br /&gt;
In Norse terminology, it roughly means &amp;quot;to pulverize&amp;quot;. Mjolnir refers to the legendary war hammer of Thor, made for him by the twin dwarves Sindri and Brokkr. &lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Fixed gun emplacement|RNI Systems|N/A|N/A|N/A|N/A|2 500 or 4 500|800|108}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MjolnirBeam]] or [[MjolnirBeam|MjolnirBeam#Home]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
''The Mjolnir mounts only one weapon, despite the tech description. That weapon is the single most deadly GTVA beam cannon you're ever going to find, however. Mjolnirs are very nice things to have on a blockade, but desperately vulnerable to fighter and bomber attack.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''I think you only encounter them in one mission (the one where you have to destroy most of the rebel fleet) but they are excellent. As with the above, you have to protect them as they have no anti-fighter armament and really go down fast despite the 2.5-4.5k HP for a sentry. Their fairly small size and massive firepower leads one to wonder why the GTVA does not mount any of these on their warships.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Though these guns pack a wallop, they're quite vulnerable, both to fighter strafing and return fire from warships.  In-game, be sure to keep an eye on threats in the area, or a blockade dependent on the presence of these guns will be over very quickly.  As a mission designer, consider whether or not you want warships firing their beams back at Mjolnir platforms or not, since despite the cruiser flag in the tables, Mjolnirs are small enough to justify them being ignored by heavy beams (i.e. being flagged &amp;quot;beam-protected&amp;quot;).''}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SD_Lucifer&amp;diff=25412</id>
		<title>SD Lucifer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SD_Lucifer&amp;diff=25412"/>
		<updated>2009-09-21T04:25:29Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Statistics */ &amp;quot;D&amp;quot; still stands for &amp;quot;Destroyer.&amp;quot; Also, that length is just wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{shipimage|image=[[Image:Lucifer320x240.jpg]]|caption=The SD Lucifer}}&lt;br /&gt;
==Background==&lt;br /&gt;
The '''''SD Lucifer''''' was a massive superdestroyer that led the [[Shivans|Shivan]] incursion during the [[Great War]].  Armed with what would be termed today as '[[Beam weapons|beam cannons]]', the ''Lucifer'' possessed enough firepower to destroy capital ships and bombard planetary targets with ease.  The vessel was rendered invulnerable to Terran and Vasudan weapons through the employment of an advanced [[Shields|shielding system]].  Unable to be stopped, the ''Lucifer'' lay waste to entire worlds, including [[Vasuda]] Prime.&lt;br /&gt;
&lt;br /&gt;
In the ending phase of the Great War, Vasudan scientists fleeing their homeworld's destruction discovered [[Ancient artifacts]] on a planet in the [[Altair]] system.  The information enclosed in the artifacts described the technology necessary to track vessels in [[subspace]], something that neither [[Terrans]] or [[Vasudans]] had been able to do before.  Coupled with the knowledge that [[shields]] did not function in subspace, a desperate plan was formulated to stop the ''Lucifer'' before the superdestroyer destroyed [[Sol]].&lt;br /&gt;
&lt;br /&gt;
Launching from the [[GTD Bastion|GTD ''Bastion'']], a small number of fighter and bomber wings followed the ''Lucifer'' into subspace as the superdestroyer made the jump from [[Delta Serpentis]] to Sol. The gamble succeeded, destroying the ''Lucifer'' and saving Sol.  Unfortunately, the destruction of the ''Lucifer'' within the subspace corridor had the unintended side effect of collapsing the subspace corridor from Sol to Delta Serpentis, cutting off the heart of the [[Galactic Terran Alliance]] from the rest of the universe.  However, the victory over the ''Lucifer'' effectively ended the Shivan incursion and Terran and Vasudan forces quickly evicted the remaining Shivan forces from their territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{non-canon section|&lt;br /&gt;
For the proceeding 32 years, Allied wargames simulating a Shivan attack placed great emphasis upon hunting down and destroying any ''Lucifer''-classes in a prospective invasion force.  Indeed, the [[GTVA Colossus|GTVA ''Colossus'']] was designed with the threat of Lucifers in mind.  It is ironic that when the [[The Second Shivan Incursion|Second Shivan incursion]] materialized in 2367, not one Lucifer showed up.&lt;br /&gt;
&lt;br /&gt;
The Second Shivan Incursion in 2367 did not see the return of any ''Lucifer''-class superdestroyers to Allied territory, as had been feared.  Strangely enough, it could later be said that it was hoped that the much-feared ''Lucifer'' did not appear, instead one Shivan-induced nightmare was replaced by [[SJ Sathanas|another]].  Saying that, no further ''Lucifer''-class superdestroyers have been encountered after the Great War.&lt;br /&gt;
&lt;br /&gt;
Standing tactical doctrine still deems Lucifers as Class A threats to all Allied assets.  Threat projections predict that destroying a Lucifer's reactors will no longer suffice to destroy such a vessel as the Shivans will most likely taken measures to counter that strategy; it is even possible that this weakness is the reason no further ''Lucifer''-class superdestroyers have been encountered. In the event that capital ships are deployed to engage a Lucifer, attack vectors should avoid entering the forward-facing firing arcs of a Lucifer's primary weapon system.&lt;br /&gt;
&lt;br /&gt;
Given their effectiveness against spacecraft, fans believe that beam cannons are able to penetrate the Lucifer's shields and cause damage to its hull.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Lucifer is the greatest threat to the survival of the GTA, the PVN, and both the Terran and Vasudan species.  It wields three massive Flux Cannons which can destroy one of our capital ships in a few hits.  These same cannons have been seen bombarding colonized worlds.  With four full fighter squadrons, and a massive array of defensive turrets, the Lucifer would be extremely difficult to destroy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The fact that it is protected by a sheath shielding system which makes it completely impervious to any kind of kinetic or plasma damage makes it impossible to destroy.  We have yet to find a way to breach this shielding technology.  It is hoped that a solution will be found soon.&lt;br /&gt;
Assuming that a solution is found, we have managed to gather enough data on the Lucifer to destroy it.  In a recon mission, we were able to determine that the Lucifer is powered by five reactors across its surface.  If these reactors are destroyed in a short amount of time, the Lucifer will be stopped.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If we cannot stop the Lucifer, we do not expect to be able to defeat the Shivans.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We have no way of knowing if there are more than one Lucifer-class destroyer.  However, any that exist should be considered more dangerous than a Class A threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SD Lucifer was a massive superdestroyer that led the Shivan armada in the Great War. No weapon in the allied arsenal could penetrate the Lucifer's shields. In the Altair system, Vasudan scientists uncovered ancient artifacts that explained how to track ships into subspace, where the Lucifer's shields would not function. A desperate mission to attack the Lucifer in subspace succeeded. But the explosion of the Lucifer collapsed the Sol jump node, severing all contact with Earth. The victory over the Lucifer effectively ended the Shivan invasion.&lt;br /&gt;
&lt;br /&gt;
==Lucifer Sightings and Fleet Movements during the Great War==&lt;br /&gt;
The ''Lucifer's'' first known sighting was in the [[Ross 128]] system, the prelude to the Great War with the Shivans (FS1 Intro). &lt;br /&gt;
&lt;br /&gt;
The ''Lucifer'' did not reemerge until 2/11/35, when it suddenly appeared in the [[Ribos]] system, destroying the ''Tombaugh Installation''  and all its defences. Terran Command believed that it had tracked the captured Shivan Cruiser, the ''Taranis'', through subspace to the ''Tombaugh Installation''  ([[Briefing_texts_%28FS1%29#Command_Briefing_6|CB sm2-01a.fsm]] and [[Briefing_texts_%28FS1%29#Command_Briefing_8|CB sm2-05a.fsm]]). &lt;br /&gt;
&lt;br /&gt;
By 2/20/35, the [[Shivans]] had completely bypassed the Terran blockades in [[Antares]] and [[Beta Aquilae]], proceeding immediately to [[Deneb]] through [[Vega]] (CB sm2-07a.fsm). Terran Command believed that the ''Lucifer'' would attack [[Vasuda]] through [[Antares]], while the ''Eva'', [[SD Demon|a Shivan Demon-class destroyer]], would attack through [[Deneb]]. &lt;br /&gt;
&lt;br /&gt;
However, on 2/31/35 the ''Lucifer'' was seen jumping into Deneb system from the Deneb-Vega jump node with the SD Eva taking the lead([[Playing Judas|sm2-08a.fsm]] and [[Briefing_texts_%28FS1%29#Debriefing_18|its debriefing]], [[Briefing_texts_%28FS1%29#Mission_Briefing_19|mission briefing sm2-09a.fsm]]). It is unknown whether the Lucifer jumped to Vega  directly from Ribos, or through Antares (the Eva entered Vega through the Antares-Vega jumpnode).  &lt;br /&gt;
&lt;br /&gt;
In retaliation for the destruction of the SD Eva, the ''Lucifer'' directly confronted and destroyed the GTD Galatea (at 1900hrs 2/31/35; [[Doomsday|sm2-10a.fsm]] and [[Briefing_texts_%28FS1%29#Debriefing_20|its debriefing]], [[Briefing_texts_%28FS1%29#Command_Briefing_11|CB sm3-01a.fsm]]).&lt;br /&gt;
&lt;br /&gt;
Shortly afterwards, the ''Lucifer'' made the jump to [[Vasuda]] through the Deneb-Vasuda jumpnode ([[Briefing_texts_%28FS1%29#Command_Briefing_11|CB sm3-01a.fsm]]). Once in Vasuda, 2/31/25-3/01/35, the Lucifer Fleet bombarded [[Vasuda Prime]] from orbit for 13 consecutive hours, rendering the planet uninhabitable. The 'Lucifer fleet rapidly redeployed, now  searching for the Terran homeworld.&lt;br /&gt;
&lt;br /&gt;
On 3/01/35-3/02/35, the ''Lucifer'' jumped to [[Beta Aquilae]], destroying the ''Beta Aquilae Installation'', but left the PVD Hope and the ''Beta Aquilae Communications Terminal'' intact ([[Briefing_texts_%28FS1%29#Mission_Briefing_23|mission briefing sm3-03a.fsm]], [[Briefing_texts_%28FS1%29#Command_Briefing_12|CB sm3-04a.fsm]]). &lt;br /&gt;
&lt;br /&gt;
The ''Lucifer'' was not encountered until 3/02/35, when it jumped next to the Deneb-Altair jumpnode, deploying fighter wings to attack transports carrying scientists to the [[Altair]] system ([[Briefing_texts_%28FS1%29#Running_the_Gauntlet|sm3-05a.fsm]] and [[Briefing_texts_%28FS1%29#Debriefing_25|its debriefing]]).&lt;br /&gt;
&lt;br /&gt;
By 3/29/35, after determining the location of the Sol system, the Lucifer was reported to be in the Sirius system to make the jump to [[Delta Serpentis]] ([[Briefing_texts_%28FS1%29#Command_Briefing_13|CB sm3-07a.fsm]]). GTA Command ordered the [[GTD Bastion]] to intercept and destroy the ''Lucifer'' before it could reach Sol. Admiral Shima quickly drew up plans to intercept the Lucifer at the Sirius-Delta Serpentis jumpnode. However by the time the Bastion arrived in range of the jumpnode, the Lucifer had already departed the system.  Admiral Shima estimated that the ''Lucifer'' would reach Earth in 40 hours ([[Briefing_texts_%28FS1%29#Debriefing_27|Debriefing 4: sm3-07a.fsm]]). &lt;br /&gt;
&lt;br /&gt;
On the GTD ''Bastion's'' final approach to the Delta Serpentis-Sol jumpnode, the ''Lucifer'' was on the brink of jumping to Sol ([[Briefing_texts_%28FS1%29#The_Great_Hunt|sm3-08a.fsm]]). The ''Bastion'' scrambled its fighters and a wing of Ursa Bombers to pursue the Lucifer into subspace. While inside the subspace corridor, the Ursa bombers managed to destroy all five of the Lucifer's reactors, resulting in the Lucifer's destruction  ([[Briefing_texts_%28FS1%29#The_Great_Hunt|sm3-09a.fsm]]). &lt;br /&gt;
&lt;br /&gt;
===Inconsistency===&lt;br /&gt;
In the Command Briefing of sm2-08a.fsm (2/31/35), Admiral Wolf indicates that Alpha 1 had investigated the Lucifer in Antares: &amp;quot;We have now entered the Deneb system. After your investigation of the Lucifer at Antares, Terran Command has deduced that the Shivans will be attempting a multiple pronged attack on Vasuda Prime coming from Deneb and Antares.&amp;quot;  However, Alpha 1 does not see the Lucifer in Antares, nor does Alpha 1 play a mission &amp;quot;investigating&amp;quot; the ''Lucifer'' in Antares.  It may be that the mission designer incorrectly meant Alpha 1's investigation of the ''Eva'' in Antares near the Antares-Vega Jump Node (which jumped out shortly after its arrival; sm2-06a.fsm).&lt;br /&gt;
&lt;br /&gt;
==Developer Notes==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
:'''Meaning:''' ''Bringer/bearer of light''&lt;br /&gt;
:'''Language:''' ''Latin, imported in English''&lt;br /&gt;
:'''Alternate spellings:''' ''Unknown''&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Lucifer&amp;quot; is of Latin origin. It's composed by the name ''lux'', which means ''light'', and the verb ''ferre'', which has many meanings (in this case ''bringing'' and ''bearing'' fit well). The meaning of the name would be ''&amp;quot;Bringer/Bearer of Light&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
Lucifer is a fallen angel who was cast out of heaven after losing The War of Heaven. Lucifer is said to be the enemy of God, and the embodiment of evil.&lt;br /&gt;
&lt;br /&gt;
Lucifer is also depicted sometimes as being the judge of the Inferno, answering to Satan himself. It is said that the demonic persona Belial was his father. It's highly probable that Dante Alighieri's vision of Lucifer affected the popular vision, too. Dante represented it as a monster with three heads devouring the traitors Judas, Brutus and Cassius.&lt;br /&gt;
&lt;br /&gt;
Lucifer was also one of the names given to the planet Venus, when it was thought to be a star. Other given names depending on its position were Hesperos and Phosphoros and, of course, the Shepherd's Star.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Destroyer&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverability|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 15.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 800 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 2777 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 1'''&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Turret Laser]]&lt;br /&gt;
| 11&lt;br /&gt;
| [[Shivan Turret Laser]]&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[FighterKiller]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[FighterKiller]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Cluster]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Cluster]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Super Laser]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[SRed|Small Red Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|''Very deadly in FS1, but in FS2 its [[Shivan Super Laser]]s have been replaced with [[SRed]]s, making it more of a heavily armored target and less of a superdestroyer.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you restore the FS1 [[Shivan Super Laser]]s, the Lucifer again becomes a potent foe.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Lucifer is the weakest destroyer in the area of firepower in FS2. In fact, the Lucifer has less firepower than the SC Rakshasa, though it has huge amounts of armor.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''People who say that the Lucifer is a &amp;quot;worthier adversary&amp;quot; in FS2 are very mistaken. The Shivan Super Lasers are closer to [[LRed]]s than [[SRed]]s. The Lucifer in its FS2 configuration is basically target practice for an [[GTD Orion|Orion]] or even a [[GTCv Deimos|Deimos]]. Very durable target practice, but target practice nonetheless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''FREDders should be aware that, except for the FreeSpace Port version of the FS1 main campaign, the ''Lucifer'' has no such thing as a shield. It's invulnerable because it has the Invulnerable flag turned on (Ship Editor -- Misc).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Cutscenes and command briefing videos feature the Lucifer having a pair of &amp;quot;horns&amp;quot; sticking out on its top. Yet in FreeSpace 1 and retail FreeSpace 2, no such things are encountered on the Lucifer at all. However, they are added on in the MediaVPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Although the beam cannons are replaced with the SReds in freespace 2, many player mods that feature a Lucifer typically change that to BFReds, giving it half the power of a [[SJ Sathanas]]. The Nyarlathotep from Derelict is an example of this.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unique ships|Lucifer]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:SJ_Sathanas&amp;diff=25141</id>
		<title>Talk:SJ Sathanas</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:SJ_Sathanas&amp;diff=25141"/>
		<updated>2009-09-02T02:53:04Z</updated>

		<summary type="html">&lt;p&gt;Qent: Got it, thanks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added a link to the SJD Sathanas article.  FRED newbies need to know the difference. [[User:Sigtau|Sigtau]] 15:46, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One break instead of two... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Added one break, instead of two. DO NOT CHANGE A THING TO RECTIFY THIS; IT IS INTENTIONAL.&amp;quot; Why? I just added new lines on three other pages. What is normal? [[User:Qent|Qent]] 13:17, 1 September 2009 (UTC)&lt;br /&gt;
*In this particular instance, the paragraphs is linked. It's one comment split into two paragraphs, not two separate comments. - [[User:Snail|Snail]] 18:25, 1 September 2009 (UTC)&lt;br /&gt;
**Okay, I understand. Thanks! [[User:Qent|Qent]] 02:53, 2 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:SJ_Sathanas&amp;diff=25131</id>
		<title>Talk:SJ Sathanas</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:SJ_Sathanas&amp;diff=25131"/>
		<updated>2009-09-01T13:17:20Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* One break instead of two... */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added a link to the SJD Sathanas article.  FRED newbies need to know the difference. [[User:Sigtau|Sigtau]] 15:46, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One break instead of two... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Added one break, instead of two. DO NOT CHANGE A THING TO RECTIFY THIS; IT IS INTENTIONAL.&amp;quot; Why? I just added new lines on three other pages. What is normal? [[User:Qent|Qent]] 13:17, 1 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTF_Perseus&amp;diff=25130</id>
		<title>GTF Perseus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTF_Perseus&amp;diff=25130"/>
		<updated>2009-09-01T13:12:15Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ Another blank line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}{{shipimage|image=[[Image:Perseus320x240.jpg]]|caption=The GTF Perseus}}The '''GTF Perseus''' was the next generation of intercept fighters used by the [[Galactic Terran-Vasudan Alliance]] during the [[NTF Rebellion]]. Its first known deployment was in [[Epsilon Pegasi]] where Perseus fighters deployed from the [[GTD Aquitaine|GTD ''Aquitaine'']] played a pivotal role in the defense of [[Enif Station]] and the destruction of the [[NTD Repulse|NTD ''Repulse'']]. It's quite maneuverable, has a good top speed, and a decent weapons loadout. &lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
Designed by GTI engineers to replace the aging Valkyrie. This ship has the Valkyrie's speed and maneuverablity with more armor and weapon capabilities&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTF Perseus is the newest fighter in the GTVA's arsenal. Slated to replace the aging Valkyrie as the Alliance's primary interceptor, the Perseus's high max speed and maneuverability make it ideal to hunt and destroy enemy bombers. Perseus fighters have been assigned to the 3rd Battle Group on a trial basis, with wide deployment expected after the OpEval period. Primary weapons include the Subach HL-7 and Prometheus cannon, with secondary loads of Harpoon and Hornet missiles. Preliminary results have shown the Perseus to be a superb fighter.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Greek mythology, Perseus was a legendary hero, who not only killed [[GTB Medusa|Medusa]], but was the founder of Mycenae. He was the first member of the Perseid dynasty of Mycenae.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Interceptor|Nankam Aeronautical|High|80.0 - 100.0|140.0|Average|265|350|17}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Tempest|Tempest]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]], [[GTM Stiletto II|Stiletto II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|''The Perseus, with its speed and maneuverability, is a joy to simply fly, much like the [[GVF Serapis|Serapis]]. Unlike the Serapis, the Perseus can also fight in addition to doing acrobatics.  With shielding and armor to let it fight it out on even terms with most space superiority fighters, and better maneuverability, the Perseus is among the best fightercraft available to you as a GTVA pilot.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The best overall craft that you get to fly on a regular basis. Fast, maneuverable, and has enough armor to deal with defence missions as well as attack ones. Definitely an improvement over the old [[GTF Valkyrie]] overall, although the afterburner capacity and maximum velocity is noticeably less than its predecessor, which is an important point when talking about interceptors.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Of the playable fast, high maneuverability end fighters, the Perseus is the most useful, the [[GTF Loki]], [[GTF Ulysses]] and the stealth fighters all suffer from poor weapon loads and the [[GVF Thoth]], GTF Valkyrie and GVF Serapis have an almost comical inability to take any punishment whatsoever, the Serapis also suffers incompatibly with the [[GTM Trebuchet]], not quite compensated for by [[GTW Maxim]] ability, all the moreso for the inability to carry [[GTW UD-8 Kayser]]. The [[GVF Horus]] is more or less equal in weaponry, but the faster turning, relative toughness and better gun-mounting location of the Perseus serves it better than the Horus's sheer speed does.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Interceptor? No. Think space superiority. The Perseus is a better all-rounder than the Myrmidon and simply a badass ship. It has the right combination of speed, agility, and firepower to crush any other fighter except the Mara and maybe the Tauret. It's fast, it's agile, it has serious firepower, and it's stronger than the FS1 Apollo. I would rather fly this than an Erinyes.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''In a way, it's the X-wing of the FreeSpace universe&amp;amp;mdash;a superb combination of agility, armor, and firepower.  The only thing it doesn't do superbly is destroy capital ships.  A shame it can't carry the GTW Maxim, but if it did, I'd have a hard time justifying to myself why I'd fly anything else.''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTB_Boanerges&amp;diff=25129</id>
		<title>GTB Boanerges</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTB_Boanerges&amp;diff=25129"/>
		<updated>2009-09-01T13:09:30Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ Spacing and a dash.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}{{shipimage|image=[[Image:Boanerges320x240.jpg]]|caption=The GTB Boanerges}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The new GTB Boanerges has been assigned to elite bomber squadrons in the 3rd, 4th, and 5th Terran battle groups. The challenge of maintaining an aging fleet has motivated the GTVA to develop a new generation of ships able to withstand long-term abuse in the field. By maximizing shielding and payload (while offering enough maneuverability to make it a viable tactical unit), the Boanerges promises to remain in service for decades to come. One test pilot observed that the Boanerges handles better than any other bomber and has enough firepower to make it a formidable anti-capship weapon.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
:'''Meaning:''' ''Sons of Thunder''&lt;br /&gt;
:'''Language:''' ''Ancient Greek''&lt;br /&gt;
:'''Alternate spellings:''' ''Unknown''&lt;br /&gt;
&lt;br /&gt;
In the Christian religion, Boanerges is the Greek rendition of the names James and John, two borthers that are surnamed by Jesus Christ for their impetuosity, hence the literal meaning of the surname Jesus gave them.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Bomber|RNI Systems|Very Poor|55.0 - 65.0|85.0|Very Heavy|325|850|34}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Prometheus R|Prometheus R]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Prometheus S|Prometheus S]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''Freespace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Stiletto II|Stiletto II]], [[GTM Piranha|Piranha]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM Cyclops|Cyclops]], [[GTM Helios|Helios]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
''Most people seem to have been disappointed with the Boanerges. I'm one of them. Despite the tech description, the Boanerges really does not seem to handle better than an [[GTB Ursa|Ursa]]. It also lacks the Ursa's second primary bank, having only a single two-gun set of primaries. In most anti-capital missions you'll want a [[GTW Maxim|Maxim]] primary, and dogfighting with a Maxim is an exercise in futility most of the time. This leaves you to fall back on your secondaries for anti-fighter protection, an uncomfortable situation, as secondaries run out. (And if you're not going after caps, why are you in a heavy bomber anyways?) It also does not seem to have a significantly stronger set of shields or a much stronger hull than an Ursa. Its only saving grace is that it has larger secondary bays and so can put a greater amount of weight on target before it runs dry... but sometimes this really does not seem enough to justify its use.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Basically the same thing as an Ursa, but with one primary and a greater secondary payload in two banks. Slightly faster too.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''From the tech room description, the Boanerges is really not meant to be better than the Ursa, but rather to be at least as good, the main driver for its adoption being reducing the maintenance burden. IMO the Boanerges is the better pure bomber, assuming that all heavy bomber wings are escorted by fighters, as they should be (but sometimes aren't), if you want to dogfight as well as bomb then you should really be using a light bomber like the [[GTB Artemis|Artemis]] or a [[GTB Zeus|Zeus]], not a heavy bomber at all.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''A crucial line is crossed in the Boanerges. Previous heavy bombers were incapable of dogfighting. The Boanerges is incapable of defending itself.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''I've never, ever used the Boanerges in any mission that I seriously undertake in the main FreeSpace 2 campaign, partly because there's always the Ursa, and partly because of the way the Boanerges is designed. The primary guns of the Boanerges are almost as bad as the triple-gun mount on the Ursa and I can hardly ever hit anything with them because shots fired from them fly slightly upwards. The other issue I have with the Boanerges is that it has no turret. Unlike Vasudan bombers, which are agile enough to double up as fighters, most Terran bombers are far too slow to not warrant the inclusion of a turret. The Boanerges may have larger secondary banks than the Ursa, but what good is that if you're going to get shot down before you can launch your first salvo? The Boanerges is not a bomber; it's a deathtrap.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Boanerges actually has '''less''' armour than the Ursa (325 vs 550), and its secondary capacity is equal, but redistributed (40-100-100 as opposed to 80-80-80). This means that overall, it still does less damage, due to the lack of the turret and triple gun rack. Also note that the larger the bank capacity, the longer it takes to fill, and each bank is filled at the simultaneously (i.e. the Ursa will spend less time as a sitting duck while rearming).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Boanerges is faster than the GTB Ursa by 10 meters per second, and it also has a smaller profile.  However, the Ursa has a higher afterburner velocity and hull integrity, while the other stats are nearly identical.  I only used the Boanerges the first time I played FreeSpace 2 in the mission to destroy the [[SD Ravana]], and I think I died and tried again with the Ursa.  The only other time you are allowed to use the Boanerges, you also have the GTB Artemis at your disposal, which, for the missions involved, is a better choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The speed advantage of the Boanerges can come in handy in at least one case&amp;amp;mdash;the missions in which you must destroy the beams on a Sathanas.  The GTB Ursa is massive and easy to hit with the flak, and its slow speed makes it a pain to escape the flak.  The Boanerges is slightly faster, and you may be able to escape a bit earlier, especially if you can't sacrifice the shield power.  In any other case, particularly if there are enemy fighters, you'll want the GTB Ursa.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTC_Aeolus&amp;diff=25128</id>
		<title>GTC Aeolus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTC_Aeolus&amp;diff=25128"/>
		<updated>2009-09-01T13:04:54Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ Added a blank line.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}{{shipimage|image=[[image:Aeolus320X240.jpg]]|caption=GTC Aeolus}}The '''GTC ''Aeolus''''' is a [[Galactic Terran-Vasudan Alliance]] cruiser. It boasts more turrets in total than any other [[canon]] cruiser in the [[Freespace_2_Era_Craft|GTVA arsenal]]. Both the GTVA and the Neo-Terran Front use several of these vessels in ''[[FreeSpace 2]]'', and the [[:Category:Freespace 2 Demo|FreeSpace 2 Demo]] places another in the hands of the GTVA. The ''FreeSpace 2'' tech description states that production was discontinued two years prior to [[the Second Shivan Incursion]], and only 24 were produced. However, the tech description was never made available to the player in the game, making its reliability debatable. In-game references warn of this ship's formidable anti-fighter weaponry.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===FS2 Demo Tech Room Description===&lt;br /&gt;
The biggest, baddest, and meanest cruiser EVER. The Aeolus will smack you up.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTC Aeolus is the first cruiser class ever produced by the RNI shipyards orbiting Laramis II. Only two dozen of these cruisers were put into service in GTVA fleets, with production ending in 2365. Allied Command assigns Aeolus-class ships primarily to guard slow-moving convoys against fighter and bomber wings, as these cruisers are severely out-gunned by most capital ships in service today. Their flak and AAA turrets serve as marvelous deterrents to smaller craft, however.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
In Greek mythology, Aeolus was the ruler of the nation of Aeolia, and had the power to control the winds. He was supposed to live in an island in Southern Italy, now called ''Lipari''.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Cruiser|RNI Shipyards|N/A|30.0|N/A|N/A|38 000|N/A|272}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf|Anti-Fighter Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SGreen|Small Green Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
''Look upon its armament, ye fighter pilots, and despair. The Aeolus is the second most effective cruiser in the game, thanks to its array of [[Standard Flak|flak]] guns and [[AAAf|AAA]] beams that make attacking it a daunting prospect. The Aeolus will make mincemeat out of an unprepared fighter wing, and going one-on-one with it at short range is a very effective method of commiting suicide. Its anti-capital capability is good for a cruiser with two [[SGreen]]s; however, the mounting scheme, and the [[SGreen]] being the woefully inefficient piece of junk that it is, the Aeolus will make most warship kills by bathing them in flak fire. This is actually surprisingly effective.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''It's pretty hard to overestimate the effectiveness of this cruiser... it has, by far, the best anti-fighter capability of any cruiser in the game, and nearly the best of any ship in the game. As far as I'm concerned only the [[GTCv Deimos|Deimos]] really outdoes it in that respect. The Aeolus, however, is no super-warship; like all cruisers, it's really ineffective in an anti-capital respect, though superior to most other cruisers. The missions of [[Portal:FreeSpace 2|FreeSpace 2]] are cruel to the Aeolus and do not show its full potential. For example, in [[Clash of the Titans II]] all of the cruisers were severely damaged,  even though at full strength Aeoli can fight off ~ 12 bomber wings and survive. In [[Their Finest Hour]] (which also causes many people to doubt the [[GTVA Colossus]]) many allied warships failed to have their beams armed, decreasing both their capital-ship weaponry and their anti-fighter defenses.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''While the Aeolus is feared by many as the most powerful anti-fighter cruiser in the game, I must say that it is not. Despite the fact that it has many flak guns (which other Terran cruisers have a complete lack of), the Aeolus has only two anti-fighter beams, while the [[GTC Leviathan]] has four. It is not flak that kills people, rather it makes the screen pulse red. This probably gives people the illusion that it is more dangerous than the Leviathan. It is not. Beams are what do the damage; the Leviathan is the triumphant anti-fighter cruiser.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Aeolus is just about the only FS2 ship that can reliably take down a single fighter. That doesn't sound like much, but one competently-flown bomber can find and exploit a weak spot in almost every other ship. However, despite the Aeolus' fearsome reputation, it can be overwhelmed by a thought-out attack. If you go into FRED and do some testing, you'll notice that it only takes a wing or two of [[GTB Medusa|Medusas]] to kill this 'badass' ship. The exact number depends on the difficulty level, as the bombers' AI is better on higher difficulty.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''I have to disagree with the third comment. The Aeolus's small structure allows just about all flak guns to fire at one target. Despite AAA beams doing the most damage, 6 flak guns on one fighter will wear your shields down very fast and will RAPE you once you're shieldless. Plus the Leviathan can only fire a one or two AAA beams at a fighter, depending on its position. The Aeolus, is the best cruiser to deal with fighter attacks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTI_Nareos&amp;diff=25110</id>
		<title>GTI Nareos</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTI_Nareos&amp;diff=25110"/>
		<updated>2009-08-29T01:08:36Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Armaments */ Not called Terran Heavy Turrets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|'''''GTI Nareos'''''}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{shipimage|image=[[Image:Nareos.jpg]]|caption=The GTI Nareos}}&lt;br /&gt;
&lt;br /&gt;
The '''GTI ''Nareos''''' is a heavily armed military installation.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FOW Tech Room Description===&lt;br /&gt;
The GTI Nareos is a front-line military installation. Designed to defend key positions, it is heavily armed and armored. It's armament includes flak guns, anti-fighter beam and light defense turrets for fighter protection, and heavy plasma turrets and beam cannons for capital threats. In addition to that its massive fighter bays can hold 20 squadrons.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by '''TrashMan'''&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
:'''Meaning:''' Reference to ''fire'' (incomplete)&lt;br /&gt;
:'''Language:''' ''Quenya'', or ''High Elvish''&lt;br /&gt;
:'''Alternate spellings:''' ''Unknown''&lt;br /&gt;
&lt;br /&gt;
The name is in High Elvish, a fictional language created by J.R.R. Tolkien and used in most of his works.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Installation&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 500 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''&lt;br /&gt;
| 2152 m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''&lt;br /&gt;
| 2853 m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 2966 m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Fighter Complement|Fighter Complement]]'''&lt;br /&gt;
| 240 (standard)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''Flames of War'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 23&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Heavy Flak]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Long Range Flak]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 8x3      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
==Related Links:==&lt;br /&gt;
*'''[http://www.freespacemods.net/download.php?view.272 Download | FreeSpaceMods.net]'''&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Testing&amp;diff=25108</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Testing&amp;diff=25108"/>
		<updated>2009-08-28T15:45:37Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* The testing process */ Removed an extra space.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; patience, time, circumspection, purposefulness&lt;br /&gt;
&lt;br /&gt;
==General hints==&lt;br /&gt;
*Never be afraid of testing. Always be straightforward and logical: If you think that part is buggy and you are afraid that you discover that you did something wrong, other people, who played that mission will warn you and that's most inconvenient.&amp;lt;br&amp;gt;&lt;br /&gt;
*Do not be afraid of time: the more time you spend to look after your mission the better it will become, the more ideas you will get how to make it better.&amp;lt;br&amp;gt;&lt;br /&gt;
*Never, never, never get annoyed by a bug you can fix. If a debriefing shows up at a bad time every time you test your mission, keep cool. Open up the debriefing window, look at the SEXP tree and think slowly, logically and first of all, calmly. The more time you spend with a bug the more chance you have to fix it. If you manage to fix a problem that you had been fighting with for hours, you will feel more deliberated.&amp;lt;br&amp;gt;&lt;br /&gt;
*Never be satisfied: Always want to add new things. If needed, sit ten, twenty or even thirty minutes looking onto the boring grid of FRED while thinking into the possible ways of adding new items. Look into the Events window and zoom in/out at the ships and an idea will soon come what to add.&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Designer's notes! Note down bugs you do not want to fix in the moment you discovered it, note down anything you will want to add. Keep erasing your notes as soon as they become obsolete. Do not let others see your mission until there aren't any notes left. This window can also be used to communicate with other mission designers, if you are not the only FREDer assigned to that mission.&amp;lt;br&amp;gt;&lt;br /&gt;
*Concentrate on fixing only one bug: Do not try to fix multiple bugs unless you are sure it won't need any testing after you have fixed it (typing mistakes, no ships in Escort List, etc).&amp;lt;br&amp;gt;&lt;br /&gt;
*Never release a mission without testing its last version twice or three times. A seemingly minor change like changing wing delays can result in unexpected difficulties.&lt;br /&gt;
*If you have the connections, give it out to others, preferably from any skill level, to test for difficulty, pacing, etc. What works for you, might not work for others.&lt;br /&gt;
&lt;br /&gt;
==The testing process==&lt;br /&gt;
There are numerous and diverse ways to test a mission. It's a matter of personal preference, so this article can't be all-encompassing or applicable to all types of mission. Some of the most common mistakes (or oversights) can be found [[Typical FREDding mistakes|here]]. For a more comprehensive list of possible mistakes, see [[Mission pre-release checklist|this article]].&lt;br /&gt;
&lt;br /&gt;
The first few test runs will likely turn out to be overwhelming. You'll notice several items that you missed: Events or mission goals that don't work, or ships that don't behave as intended. Make your mission operable first, remedying only fatal mistakes that prevent the player from completing the mission. Mission critical ships not jumping out belong here. Note down anything you can find, but don't want to fix all that at once. Some easy-to-fix oversights that require only a minimal effort may be fixed now. Others that require some further testing and [[SEXP]]ing may be delayed a bit.&lt;br /&gt;
&lt;br /&gt;
Now that you know how your mission is played, you must finalize some parts of the mission's gameplay. Decide which ships the player will have to protect or destroy and stick to it. Adding some more mission critical craft will require far more additional testing and refinement than you may think. The sooner you make such drastic changes to your mission the less time you'll have to spend with testing altogether. This doesn't mean that your mission's balance must be perfected in this stage. Minor alterations like adding one more wing of bombers or demoting the player's wingmen from Major to Captain can be made much later. What's important here is that you won't have to create a dozen new SEXPs because you've decided that the player must defend two Argos instead of one.&lt;br /&gt;
&lt;br /&gt;
Test every imaginable outcome that a player might produce. Even though there aren't enough bombers to destroy a capship that you must defend, you must nevertheless take into account what would happen if the bombers did destroy your capship. You may not have a &amp;quot;Return to base&amp;quot; directive show up and there may not be a debriefing stage that deals with such an outcome. Test only &amp;quot;imaginable outcomes,&amp;quot; however. In [[Their Finest Hour]], there is really nothing the player can do to save the [[GTVA Colossus|''Colossus'']]. No thought is given to that possibility because no player can be fast and destructive enough to take down all four of the [[SJ Sathanas|''Sathanas'''s]] [[BFRed|forward beam cannons]], so it's not an &amp;quot;imaginable&amp;quot; outcome. The ''Colossus'' can only be saved using [[cheats]]. The mission designer in such cases cannot be made responsible.&lt;br /&gt;
&lt;br /&gt;
On a few occasions, it helps not to test your mission, but ''play'' it. To clarify, you must not be specifically looking for mistakes, but try to see your mission through the eyes of a player who hasn't seen the mission yet and just wants to play. You may notice some inconsistencies or logical flaws between the briefing and how the mission actually plays out.&lt;br /&gt;
&lt;br /&gt;
In the last testing stage, you should concentrate on minor details like adding cargo to cargo containers, prettifying your background, or adding some more [[Mission Chatter|mission chatter]]. This stage will take a lot more time than the previous ones, because you won't be hunting for something particularly obvious or observable. As a general rule, note down anything you find and after a few more test runs, once you have accumulated a long list of observations, decide which ones are worth it. You'll also have to finalize your mission's difficulty. An adequately balanced mission requires several additional test runs which are solely devoted to finding the &amp;quot;right&amp;quot; difficulty. For more information and tips for balancing your mission, see [[Mission balance]].&lt;br /&gt;
&lt;br /&gt;
==Testing someone else's mission==&lt;br /&gt;
===The testing process===&lt;br /&gt;
Remember that by the time you receive the mission file, it's supposed to be more or less complete. For the first test run, play as if you were any casual player who is playing a user-made mission for fun. Don't specifically look for mistakes. If you find some mistakes even so, those mistakes must be ones that any player will come across. These mistakes will likely come up every time you play the mission, so they are to be reported and fixed as soon as possible. You'll now have a clue about the mission. After a few more casual plays, dig yourself deep into some real testing.&lt;br /&gt;
&lt;br /&gt;
Now start testing a mission as if it were your own, except you can afford more test runs because you don't have to fix the mistakes. Use notes to keep track of your findings. Pay attention to details and test every possible mission outcome. You may win the mission totally by blowing up all the three hostile cruisers while keeping your corvette alive, but try to lose the corvette once and see what the debriefing will say.&lt;br /&gt;
&lt;br /&gt;
Lastly, open the mission in FRED and look around. You may discover some unused Events, a forever-invalid mission objective. You'll be able to point out some mistakes that would otherwise require a dozen re-runs to be found.&lt;br /&gt;
&lt;br /&gt;
===Submitting feedback===&lt;br /&gt;
Submitting feedback to the mission designer is the last step in your testing of someone else's mission. Whatever way of information echange you choose (email, forum post, instant messaging) remember to be objective. Don't use attributives like &amp;quot;bad&amp;quot; or &amp;quot;amateurish,&amp;quot; even if the mission designer made a very blatant mistake. Even experienced mission designers tend to forget about putting mission critical craft on the Escort List. A factual &amp;quot;There is no Escort List.&amp;quot; sentence will do it. If the mission designer is a beginner, explain why the Escort List is needed. This must indeed be an explanation.&lt;br /&gt;
&lt;br /&gt;
Don't report all your findings. A disproportionately long list of mistakes is discouraging. Concentrate on the really important mistakes first and put forward some propositions on how to fix them.&lt;br /&gt;
&lt;br /&gt;
While it has previously been said to be as objective as possible, some praise&amp;amp;mdash;which is inherently subjective&amp;amp;mdash;helps maintain a steady level of encouragement. Be specific about your compliments, also. A very general, &amp;quot;The mission was excellent, but I have a long list of mistakes here&amp;quot; sentence sounds dishonest. A dishonest praise is no praise. It is okay to praise the mission for its intensity and point out some minor briefing icon-related mistakes.&lt;br /&gt;
&lt;br /&gt;
==Speeding up your testing==&lt;br /&gt;
FREDders, especially when making a campaign, are faced with time constraints due to real life reasons. This section will help you minimize your testing time without sacrificing effectiveness.&lt;br /&gt;
*Most importantly, minimize your loading times. A very straightforward way of doing this is to disable the [[MediaVP]]s and all graphical enhancements ([[Source Code Project|FreeSpace Open]] users only). Don't be too minimalistic, however. Keep it to your tolerable standard, otherwise it will distract your attention from the testing part.&lt;br /&gt;
*Using windowed mode will prevent your game from crashing if you change between the game and FRED using ALT-Tab. (FreeSpace Open only).&lt;br /&gt;
**'''Note:''' Retail FreeSpace users will not encounter the above problem.&lt;br /&gt;
*Rename your mission to make it the first on the list in your Mission Simulator. Renaming your mission to a_&amp;lt;mission name&amp;gt;.fs2 or 1_&amp;lt;mission name&amp;gt;.fs2 will be sufficient. Don't forget to rename it again to its finalized name when you start thoroughly testing another mission.&lt;br /&gt;
*There are no moral standards for testing. Feel free to use cheats to easily and quickly reach the part of the mission you want to test. Making use of &amp;quot;developer Events&amp;quot; like ones that make friendly mission critical craft invulnerable is also possible. Don't delete such Events when you are done, because that would change the order of Events, and break the mission. Use [[false]] instead to disable them.&lt;br /&gt;
*If your mod makes use of a custom weapons.tbl, you can add a very powerful weapon that you use solely for testing runs. Having such a powerful laser will help you finish the mission far more quickly than with weapons that will be otherwise available to your players&amp;amp;mdash;this is especially useful for testing debriefing stages. To make sure that your players won't use this weapon, just don't set it as an initial weapon in the campaign file. (Use &amp;quot;normal&amp;quot; weapons otherwise for testing mission balance). If you don't want this weapon to be available at all, remove it from the tables (and the mission's weapon loadout tab) entirely.&lt;br /&gt;
*If it's not about testing the mission's difficulty, simply lower the difficulty level. It's less stressful and allows you to concentrate on what you want to test.&lt;br /&gt;
*You can set up a one-mission campaign to easily access your mission by clicking on the Ready Room, instead of using the Tech Room method. This method may compromise your pilot file when not done right, so either make a backup copy or a new pilot. Less experienced mission designers may not want to follow this method at all.&lt;br /&gt;
*Decide which changes actually need testing. You may want to test if your briefing icons are set up right, but you may not have to test spelling corrections. The more experienced you are, the better you'll be able to judge which changes require testing.&lt;br /&gt;
*To test if certain Events work or not, use directives. Therefore, you will be able to tell when and if the problematic Event turns true or false.&lt;br /&gt;
&lt;br /&gt;
==Testing your campaign==&lt;br /&gt;
By the time you had set up your campaign file, you'll ideally have a series or more-or-less finalized missions. This section will give you advice on how to test if your campaign file is set up properly. Remember that changes applied to your campaign file will take effect only when you reset your campaign in the Campaign Room.&lt;br /&gt;
&lt;br /&gt;
*First and foremost, your Error Checker must not indicate a problem. If it does, it's very likely something won't work right.&lt;br /&gt;
*Enter the Campaign Room, select your campaign, and read your campaign's description at least twice to discover if you have done some typos or made some spelling mistakes. If you discover something you want to change, don't do that yet!&lt;br /&gt;
*Run the first mission and discover if the player has access to all the intended ships and weapons. First-time campaign makers tend to forget that they must allow the player to use certain ships and weapons in the campaign file. If the player has weapons and flies the intended fighter by default, it's okay. If you have found anything you want to change while you were in the Campaign Room window, do that change now. If the player doesn't have access to all the intended weapons or ships ''and'' you found a spelling mistake in your campaign's description, you can change all that in one run.&lt;br /&gt;
*To test if your Repeat Mission SEXPs work, jump out at the beginning of each mission and see if the game tells you to replay the mission in the debriefing room. Ideally, it will. If not, revise.&lt;br /&gt;
*Test what happens if the player is minimalistic. Complete only those objectives that will allow the player to progress in the campaign. You can be a maximalist for the second or third re-run.&lt;br /&gt;
*If you complete your campaign, see what happens if you click on the Ready Room. If it says you have completed the campaign, you're done.&lt;br /&gt;
*If you're using custom tables and/or mods, set up a mod folder that contains only the files you're about to release. This will objectively reflect what your players will have when they download your campaign. If there's a mod you've forgotten to include in your download, this method will bring that to light.&lt;br /&gt;
*You needn't test your campaign as a whole in the initial stages of creating the campaign file. You can test it in small chunks of three or four missions to see if the campaign file is set up correctly. Some missions might require a complex set of conditions to allow the player to progress; this method helps a bit in testing these kind of missions.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[General Hints (FREDding)|General hints]]&lt;br /&gt;
*[[Mission balance]]&lt;br /&gt;
*[[Typical FREDding mistakes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Testing&amp;diff=25107</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Testing&amp;diff=25107"/>
		<updated>2009-08-28T15:44:51Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* The testing process */ Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; patience, time, circumspection, purposefulness&lt;br /&gt;
&lt;br /&gt;
==General hints==&lt;br /&gt;
*Never be afraid of testing. Always be straightforward and logical: If you think that part is buggy and you are afraid that you discover that you did something wrong, other people, who played that mission will warn you and that's most inconvenient.&amp;lt;br&amp;gt;&lt;br /&gt;
*Do not be afraid of time: the more time you spend to look after your mission the better it will become, the more ideas you will get how to make it better.&amp;lt;br&amp;gt;&lt;br /&gt;
*Never, never, never get annoyed by a bug you can fix. If a debriefing shows up at a bad time every time you test your mission, keep cool. Open up the debriefing window, look at the SEXP tree and think slowly, logically and first of all, calmly. The more time you spend with a bug the more chance you have to fix it. If you manage to fix a problem that you had been fighting with for hours, you will feel more deliberated.&amp;lt;br&amp;gt;&lt;br /&gt;
*Never be satisfied: Always want to add new things. If needed, sit ten, twenty or even thirty minutes looking onto the boring grid of FRED while thinking into the possible ways of adding new items. Look into the Events window and zoom in/out at the ships and an idea will soon come what to add.&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Designer's notes! Note down bugs you do not want to fix in the moment you discovered it, note down anything you will want to add. Keep erasing your notes as soon as they become obsolete. Do not let others see your mission until there aren't any notes left. This window can also be used to communicate with other mission designers, if you are not the only FREDer assigned to that mission.&amp;lt;br&amp;gt;&lt;br /&gt;
*Concentrate on fixing only one bug: Do not try to fix multiple bugs unless you are sure it won't need any testing after you have fixed it (typing mistakes, no ships in Escort List, etc).&amp;lt;br&amp;gt;&lt;br /&gt;
*Never release a mission without testing its last version twice or three times. A seemingly minor change like changing wing delays can result in unexpected difficulties.&lt;br /&gt;
*If you have the connections, give it out to others, preferably from any skill level, to test for difficulty, pacing, etc. What works for you, might not work for others.&lt;br /&gt;
&lt;br /&gt;
==The testing process==&lt;br /&gt;
There are numerous and diverse ways to test a mission. It's a matter of personal preference, so this article can't be all-encompassing or applicable to all types of mission. Some of the most common mistakes (or oversights) can be found [[Typical FREDding mistakes|here]]. For a more comprehensive list of possible mistakes, see [[Mission pre-release checklist|this article]].&lt;br /&gt;
&lt;br /&gt;
The first few test runs will likely turn out to be overwhelming. You'll notice several items that you missed: Events or mission goals that don't work, or ships that don't behave as intended. Make your mission operable first, remedying only fatal mistakes that prevent the player from completing the mission. Mission critical ships not jumping out belong here. Note down anything you can find, but don't want to fix all that at once. Some easy-to-fix oversights that require only a minimal effort may be fixed now. Others that require some further testing and [[SEXP]]ing may be delayed a bit.&lt;br /&gt;
&lt;br /&gt;
Now that you know how your mission is played, you must finalize some parts of the mission's gameplay. Decide which ships the player will have to protect or destroy and stick to it. Adding some more mission critical craft will require far more additional testing and refinement than you may think. The sooner you make such drastic changes to your mission the less time you'll have to spend with testing altogether. This doesn't mean that your mission's balance must be perfected in this stage. Minor alterations like adding one more wing of bombers or demoting the player's wingmen from Major to Captain can be made much later. What's important here is that you won't have to create a dozen new SEXPs because you've decided that the player must defend two Argos instead of one.&lt;br /&gt;
&lt;br /&gt;
Test every imaginable outcome that a player might produce. Even though there aren't enough bombers to destroy a capship that you must defend, you must nevertheless take into account what would happen if the bombers did destroy your capship. You may not have a &amp;quot;Return to base&amp;quot; directive show up and there may not be a debriefing stage that deals with such an outcome. Test only &amp;quot;imaginable outcomes,&amp;quot; however. In [[Their Finest Hour]], there is really nothing the player can do to save the [[GTVA Colossus|''Colossus'']]. No thought is given to that possibility because no player can be fast and destructive enough to take down all four of the [[SJ Sathanas|''Sathanas'''s]] [[BFRed|forward beam cannons]], so it's not an &amp;quot;imaginable&amp;quot; outcome. The ''Colossus'' can only be saved using [[cheats]]. The mission designer in such cases cannot be made responsible.&lt;br /&gt;
&lt;br /&gt;
On a few occasions, it helps not to test your mission, but ''play'' it. To clarify, you must not be specifically looking for mistakes, but try to see your mission through the eyes of a player who hasn't seen the mission yet and just wants to play. You may notice some inconsistencies or logical flaws between the briefing and how the mission actually plays out.&lt;br /&gt;
&lt;br /&gt;
In the last testing stage, you should concentrate on minor details like adding cargo to cargo containers, prettifying your background, or adding some more [[Mission Chatter|mission chatter]]. This stage will take a lot more time than the previous ones, because you won't be hunting for something particularly obvious or observable. As a general rule, note down anything you find and after a few more test runs, once you have accumulated a long list of observations, decide which ones are worth it. You'll also have to finalize your mission's difficulty. An adequately balanced mission requires several additional test runs which are solely devoted to finding the &amp;quot;right&amp;quot; difficulty. For more information and tips for balancing your mission, see [[Mission balance]] .&lt;br /&gt;
&lt;br /&gt;
==Testing someone else's mission==&lt;br /&gt;
===The testing process===&lt;br /&gt;
Remember that by the time you receive the mission file, it's supposed to be more or less complete. For the first test run, play as if you were any casual player who is playing a user-made mission for fun. Don't specifically look for mistakes. If you find some mistakes even so, those mistakes must be ones that any player will come across. These mistakes will likely come up every time you play the mission, so they are to be reported and fixed as soon as possible. You'll now have a clue about the mission. After a few more casual plays, dig yourself deep into some real testing.&lt;br /&gt;
&lt;br /&gt;
Now start testing a mission as if it were your own, except you can afford more test runs because you don't have to fix the mistakes. Use notes to keep track of your findings. Pay attention to details and test every possible mission outcome. You may win the mission totally by blowing up all the three hostile cruisers while keeping your corvette alive, but try to lose the corvette once and see what the debriefing will say.&lt;br /&gt;
&lt;br /&gt;
Lastly, open the mission in FRED and look around. You may discover some unused Events, a forever-invalid mission objective. You'll be able to point out some mistakes that would otherwise require a dozen re-runs to be found.&lt;br /&gt;
&lt;br /&gt;
===Submitting feedback===&lt;br /&gt;
Submitting feedback to the mission designer is the last step in your testing of someone else's mission. Whatever way of information echange you choose (email, forum post, instant messaging) remember to be objective. Don't use attributives like &amp;quot;bad&amp;quot; or &amp;quot;amateurish,&amp;quot; even if the mission designer made a very blatant mistake. Even experienced mission designers tend to forget about putting mission critical craft on the Escort List. A factual &amp;quot;There is no Escort List.&amp;quot; sentence will do it. If the mission designer is a beginner, explain why the Escort List is needed. This must indeed be an explanation.&lt;br /&gt;
&lt;br /&gt;
Don't report all your findings. A disproportionately long list of mistakes is discouraging. Concentrate on the really important mistakes first and put forward some propositions on how to fix them.&lt;br /&gt;
&lt;br /&gt;
While it has previously been said to be as objective as possible, some praise&amp;amp;mdash;which is inherently subjective&amp;amp;mdash;helps maintain a steady level of encouragement. Be specific about your compliments, also. A very general, &amp;quot;The mission was excellent, but I have a long list of mistakes here&amp;quot; sentence sounds dishonest. A dishonest praise is no praise. It is okay to praise the mission for its intensity and point out some minor briefing icon-related mistakes.&lt;br /&gt;
&lt;br /&gt;
==Speeding up your testing==&lt;br /&gt;
FREDders, especially when making a campaign, are faced with time constraints due to real life reasons. This section will help you minimize your testing time without sacrificing effectiveness.&lt;br /&gt;
*Most importantly, minimize your loading times. A very straightforward way of doing this is to disable the [[MediaVP]]s and all graphical enhancements ([[Source Code Project|FreeSpace Open]] users only). Don't be too minimalistic, however. Keep it to your tolerable standard, otherwise it will distract your attention from the testing part.&lt;br /&gt;
*Using windowed mode will prevent your game from crashing if you change between the game and FRED using ALT-Tab. (FreeSpace Open only).&lt;br /&gt;
**'''Note:''' Retail FreeSpace users will not encounter the above problem.&lt;br /&gt;
*Rename your mission to make it the first on the list in your Mission Simulator. Renaming your mission to a_&amp;lt;mission name&amp;gt;.fs2 or 1_&amp;lt;mission name&amp;gt;.fs2 will be sufficient. Don't forget to rename it again to its finalized name when you start thoroughly testing another mission.&lt;br /&gt;
*There are no moral standards for testing. Feel free to use cheats to easily and quickly reach the part of the mission you want to test. Making use of &amp;quot;developer Events&amp;quot; like ones that make friendly mission critical craft invulnerable is also possible. Don't delete such Events when you are done, because that would change the order of Events, and break the mission. Use [[false]] instead to disable them.&lt;br /&gt;
*If your mod makes use of a custom weapons.tbl, you can add a very powerful weapon that you use solely for testing runs. Having such a powerful laser will help you finish the mission far more quickly than with weapons that will be otherwise available to your players&amp;amp;mdash;this is especially useful for testing debriefing stages. To make sure that your players won't use this weapon, just don't set it as an initial weapon in the campaign file. (Use &amp;quot;normal&amp;quot; weapons otherwise for testing mission balance). If you don't want this weapon to be available at all, remove it from the tables (and the mission's weapon loadout tab) entirely.&lt;br /&gt;
*If it's not about testing the mission's difficulty, simply lower the difficulty level. It's less stressful and allows you to concentrate on what you want to test.&lt;br /&gt;
*You can set up a one-mission campaign to easily access your mission by clicking on the Ready Room, instead of using the Tech Room method. This method may compromise your pilot file when not done right, so either make a backup copy or a new pilot. Less experienced mission designers may not want to follow this method at all.&lt;br /&gt;
*Decide which changes actually need testing. You may want to test if your briefing icons are set up right, but you may not have to test spelling corrections. The more experienced you are, the better you'll be able to judge which changes require testing.&lt;br /&gt;
*To test if certain Events work or not, use directives. Therefore, you will be able to tell when and if the problematic Event turns true or false.&lt;br /&gt;
&lt;br /&gt;
==Testing your campaign==&lt;br /&gt;
By the time you had set up your campaign file, you'll ideally have a series or more-or-less finalized missions. This section will give you advice on how to test if your campaign file is set up properly. Remember that changes applied to your campaign file will take effect only when you reset your campaign in the Campaign Room.&lt;br /&gt;
&lt;br /&gt;
*First and foremost, your Error Checker must not indicate a problem. If it does, it's very likely something won't work right.&lt;br /&gt;
*Enter the Campaign Room, select your campaign, and read your campaign's description at least twice to discover if you have done some typos or made some spelling mistakes. If you discover something you want to change, don't do that yet!&lt;br /&gt;
*Run the first mission and discover if the player has access to all the intended ships and weapons. First-time campaign makers tend to forget that they must allow the player to use certain ships and weapons in the campaign file. If the player has weapons and flies the intended fighter by default, it's okay. If you have found anything you want to change while you were in the Campaign Room window, do that change now. If the player doesn't have access to all the intended weapons or ships ''and'' you found a spelling mistake in your campaign's description, you can change all that in one run.&lt;br /&gt;
*To test if your Repeat Mission SEXPs work, jump out at the beginning of each mission and see if the game tells you to replay the mission in the debriefing room. Ideally, it will. If not, revise.&lt;br /&gt;
*Test what happens if the player is minimalistic. Complete only those objectives that will allow the player to progress in the campaign. You can be a maximalist for the second or third re-run.&lt;br /&gt;
*If you complete your campaign, see what happens if you click on the Ready Room. If it says you have completed the campaign, you're done.&lt;br /&gt;
*If you're using custom tables and/or mods, set up a mod folder that contains only the files you're about to release. This will objectively reflect what your players will have when they download your campaign. If there's a mod you've forgotten to include in your download, this method will bring that to light.&lt;br /&gt;
*You needn't test your campaign as a whole in the initial stages of creating the campaign file. You can test it in small chunks of three or four missions to see if the campaign file is set up correctly. Some missions might require a complex set of conditions to allow the player to progress; this method helps a bit in testing these kind of missions.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[General Hints (FREDding)|General hints]]&lt;br /&gt;
*[[Mission balance]]&lt;br /&gt;
*[[Typical FREDding mistakes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Testing&amp;diff=25106</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Testing&amp;diff=25106"/>
		<updated>2009-08-28T15:43:49Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* General hints */ I think this makes more sense.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; patience, time, circumspection, purposefulness&lt;br /&gt;
&lt;br /&gt;
==General hints==&lt;br /&gt;
*Never be afraid of testing. Always be straightforward and logical: If you think that part is buggy and you are afraid that you discover that you did something wrong, other people, who played that mission will warn you and that's most inconvenient.&amp;lt;br&amp;gt;&lt;br /&gt;
*Do not be afraid of time: the more time you spend to look after your mission the better it will become, the more ideas you will get how to make it better.&amp;lt;br&amp;gt;&lt;br /&gt;
*Never, never, never get annoyed by a bug you can fix. If a debriefing shows up at a bad time every time you test your mission, keep cool. Open up the debriefing window, look at the SEXP tree and think slowly, logically and first of all, calmly. The more time you spend with a bug the more chance you have to fix it. If you manage to fix a problem that you had been fighting with for hours, you will feel more deliberated.&amp;lt;br&amp;gt;&lt;br /&gt;
*Never be satisfied: Always want to add new things. If needed, sit ten, twenty or even thirty minutes looking onto the boring grid of FRED while thinking into the possible ways of adding new items. Look into the Events window and zoom in/out at the ships and an idea will soon come what to add.&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Designer's notes! Note down bugs you do not want to fix in the moment you discovered it, note down anything you will want to add. Keep erasing your notes as soon as they become obsolete. Do not let others see your mission until there aren't any notes left. This window can also be used to communicate with other mission designers, if you are not the only FREDer assigned to that mission.&amp;lt;br&amp;gt;&lt;br /&gt;
*Concentrate on fixing only one bug: Do not try to fix multiple bugs unless you are sure it won't need any testing after you have fixed it (typing mistakes, no ships in Escort List, etc).&amp;lt;br&amp;gt;&lt;br /&gt;
*Never release a mission without testing its last version twice or three times. A seemingly minor change like changing wing delays can result in unexpected difficulties.&lt;br /&gt;
*If you have the connections, give it out to others, preferably from any skill level, to test for difficulty, pacing, etc. What works for you, might not work for others.&lt;br /&gt;
&lt;br /&gt;
==The testing process==&lt;br /&gt;
There are numerous and diverse ways to test a mission. It's a matter of personal preference, so this article can't be all-encompassing or applicable to all types of mission. Some of the most common mistakes (or oversights) can be found [[Typical FREDding mistakes|here]]. For a more comprehensive list of possible mistakes, see [[Mission pre-release checklist|this article]].&lt;br /&gt;
&lt;br /&gt;
The first few test runs will likely turn out to be overwhelming. You'll notice several items that you missed: Events or mission goals that don't work, or ships that don't behave as intended. Make your mission operable first, remedying only fatal mistakes that prevent the player from completing the mission. Mission critical ships not jumping out belong here. Note down anything you can find, but don't want to fix all that at once. Some easy-to-fix oversights that require only a minimal effort may be fixed now. Others that require some further testing and [[SEXP]]ing may be delayed a bit.&lt;br /&gt;
&lt;br /&gt;
Now that you know how your mission is played, you must finalize some parts of the mission's gameplay. Decide which ships the player will have to protect or destroy and stick to it. Adding some more mission critical craft will require far more additional testing and refinement than you may think. The sooner you make such drastic changes to your mission the less time you'll have to spend with testing altogether. This doesn't mean that your mission's balance must be perfected in this stage. Minor alterations like adding one more wing of bombers or demoting the player's wingmen from Major to Captain can be made much later. What's important here is that you won't have to create a dozen new SEXPs because you've decided that the player must defend two Argos instead of one.&lt;br /&gt;
&lt;br /&gt;
Test every imaginable outcome that a player might produce. Even though there aren't enough bombers to destroy a capship that you must defend, you must nevertheless take into account what would happen if the bombers did destroy your capship. You may not have a &amp;quot;Return to base&amp;quot; directive show up and there may not be a debriefing stage that deals with such an outcome. Test only &amp;quot;imaginable outcomes,&amp;quot; however. In [[Their Finest Hour]], there is really nothing the player can do to save the [[GTVA Colossus|''Colossus'']]. No thought is given to that possibility because no player can be fast and destructive enough to take down all four of the [[SJ Sathanas|''Sathanas'''s]] [[BFRed|forward beam cannons]], so it's not an &amp;quot;imaginable&amp;quot; outcome. The ''Colossus'' can only be saved using [[cheats]]. The mission designer in such cases cannot be made responsible.&lt;br /&gt;
&lt;br /&gt;
On a few occasions, it helps not to test your mission, but ''play'' it. To clarify, you must not be specifically looking for mistakes, but try to see your mission through the eyes of a player who hasn't seen the mission yet and just wants to play. You may notice some inconsistencies or logical flaws between the briefing and how the mission actually plays out.&lt;br /&gt;
&lt;br /&gt;
In the last testing stage, you should concentrate on minor details like adding cargo to cargo containers, prettifying your background, or adding some more [[Mission Chatter|mission chatter]]. This stage will take a lot more time than the previous ones, because you won't be hunting for something particularly obvious or observable. As a general rule, note down anything you find and after a few more test runs, once you have accumulated a long list of observations, decide which ones are worth it. You'll also have to finalize your mission's difficulty. An adequately balanced mission requires several additional test runs which are solely devoted to finding the &amp;quot;right&amp;quot; difficulty. For more information and tips for balancing your mission, see [[Mission balance]] .&lt;br /&gt;
&lt;br /&gt;
==Testing someone else's mission==&lt;br /&gt;
===The testing process===&lt;br /&gt;
Remember that by the time you receive the mission file, it's supposed to be more or less complete. For the first test run, play as if you were any casual player who is playing a user-made mission for fun. Don't specifically look for mistakes. If you find some mistakes even so, those mistakes must be ones that any player will come across. These mistakes will likely come up every time you play the mission, so they are to be reported and fixed as soon as possible. You'll now have a clue about the mission. After a few more casual plays, dig yourself deep into some real testing.&lt;br /&gt;
&lt;br /&gt;
Now start testing a mission as if it were your own, except you can afford more test runs because you don't have to fix the mistakes. Use notes to keep track of your findings. Pay attention to details and test every possible mission outcome. You may win the mission totally by blowing up all the three hostile cruisers while keeping your corvette alive, but try to lose the corvette once and see what the debriefing will say.&lt;br /&gt;
&lt;br /&gt;
Lastly, open the mission in FRED and look around. You may discover some unused Events, a forever-invalid mission objective. You'll be albe point out some mistakes that would otherwise require a dozen re-runs to be found.&lt;br /&gt;
&lt;br /&gt;
===Submitting feedback===&lt;br /&gt;
Submitting feedback to the mission designer is the last step in your testing of someone else's mission. Whatever way of information echange you choose (email, forum post, instant messaging) remember to be objective. Don't use attributives like &amp;quot;bad&amp;quot; or &amp;quot;amateurish,&amp;quot; even if the mission designer made a very blatant mistake. Even experienced mission designers tend to forget about putting mission critical craft on the Escort List. A factual &amp;quot;There is no Escort List.&amp;quot; sentence will do it. If the mission designer is a beginner, explain why the Escort List is needed. This must indeed be an explanation.&lt;br /&gt;
&lt;br /&gt;
Don't report all your findings. A disproportionately long list of mistakes is discouraging. Concentrate on the really important mistakes first and put forward some propositions on how to fix them.&lt;br /&gt;
&lt;br /&gt;
While it has previously been said to be as objective as possible, some praise&amp;amp;mdash;which is inherently subjective&amp;amp;mdash;helps maintain a steady level of encouragement. Be specific about your compliments, also. A very general, &amp;quot;The mission was excellent, but I have a long list of mistakes here&amp;quot; sentence sounds dishonest. A dishonest praise is no praise. It is okay to praise the mission for its intensity and point out some minor briefing icon-related mistakes.&lt;br /&gt;
&lt;br /&gt;
==Speeding up your testing==&lt;br /&gt;
FREDders, especially when making a campaign, are faced with time constraints due to real life reasons. This section will help you minimize your testing time without sacrificing effectiveness.&lt;br /&gt;
*Most importantly, minimize your loading times. A very straightforward way of doing this is to disable the [[MediaVP]]s and all graphical enhancements ([[Source Code Project|FreeSpace Open]] users only). Don't be too minimalistic, however. Keep it to your tolerable standard, otherwise it will distract your attention from the testing part.&lt;br /&gt;
*Using windowed mode will prevent your game from crashing if you change between the game and FRED using ALT-Tab. (FreeSpace Open only).&lt;br /&gt;
**'''Note:''' Retail FreeSpace users will not encounter the above problem.&lt;br /&gt;
*Rename your mission to make it the first on the list in your Mission Simulator. Renaming your mission to a_&amp;lt;mission name&amp;gt;.fs2 or 1_&amp;lt;mission name&amp;gt;.fs2 will be sufficient. Don't forget to rename it again to its finalized name when you start thoroughly testing another mission.&lt;br /&gt;
*There are no moral standards for testing. Feel free to use cheats to easily and quickly reach the part of the mission you want to test. Making use of &amp;quot;developer Events&amp;quot; like ones that make friendly mission critical craft invulnerable is also possible. Don't delete such Events when you are done, because that would change the order of Events, and break the mission. Use [[false]] instead to disable them.&lt;br /&gt;
*If your mod makes use of a custom weapons.tbl, you can add a very powerful weapon that you use solely for testing runs. Having such a powerful laser will help you finish the mission far more quickly than with weapons that will be otherwise available to your players&amp;amp;mdash;this is especially useful for testing debriefing stages. To make sure that your players won't use this weapon, just don't set it as an initial weapon in the campaign file. (Use &amp;quot;normal&amp;quot; weapons otherwise for testing mission balance). If you don't want this weapon to be available at all, remove it from the tables (and the mission's weapon loadout tab) entirely.&lt;br /&gt;
*If it's not about testing the mission's difficulty, simply lower the difficulty level. It's less stressful and allows you to concentrate on what you want to test.&lt;br /&gt;
*You can set up a one-mission campaign to easily access your mission by clicking on the Ready Room, instead of using the Tech Room method. This method may compromise your pilot file when not done right, so either make a backup copy or a new pilot. Less experienced mission designers may not want to follow this method at all.&lt;br /&gt;
*Decide which changes actually need testing. You may want to test if your briefing icons are set up right, but you may not have to test spelling corrections. The more experienced you are, the better you'll be able to judge which changes require testing.&lt;br /&gt;
*To test if certain Events work or not, use directives. Therefore, you will be able to tell when and if the problematic Event turns true or false.&lt;br /&gt;
&lt;br /&gt;
==Testing your campaign==&lt;br /&gt;
By the time you had set up your campaign file, you'll ideally have a series or more-or-less finalized missions. This section will give you advice on how to test if your campaign file is set up properly. Remember that changes applied to your campaign file will take effect only when you reset your campaign in the Campaign Room.&lt;br /&gt;
&lt;br /&gt;
*First and foremost, your Error Checker must not indicate a problem. If it does, it's very likely something won't work right.&lt;br /&gt;
*Enter the Campaign Room, select your campaign, and read your campaign's description at least twice to discover if you have done some typos or made some spelling mistakes. If you discover something you want to change, don't do that yet!&lt;br /&gt;
*Run the first mission and discover if the player has access to all the intended ships and weapons. First-time campaign makers tend to forget that they must allow the player to use certain ships and weapons in the campaign file. If the player has weapons and flies the intended fighter by default, it's okay. If you have found anything you want to change while you were in the Campaign Room window, do that change now. If the player doesn't have access to all the intended weapons or ships ''and'' you found a spelling mistake in your campaign's description, you can change all that in one run.&lt;br /&gt;
*To test if your Repeat Mission SEXPs work, jump out at the beginning of each mission and see if the game tells you to replay the mission in the debriefing room. Ideally, it will. If not, revise.&lt;br /&gt;
*Test what happens if the player is minimalistic. Complete only those objectives that will allow the player to progress in the campaign. You can be a maximalist for the second or third re-run.&lt;br /&gt;
*If you complete your campaign, see what happens if you click on the Ready Room. If it says you have completed the campaign, you're done.&lt;br /&gt;
*If you're using custom tables and/or mods, set up a mod folder that contains only the files you're about to release. This will objectively reflect what your players will have when they download your campaign. If there's a mod you've forgotten to include in your download, this method will bring that to light.&lt;br /&gt;
*You needn't test your campaign as a whole in the initial stages of creating the campaign file. You can test it in small chunks of three or four missions to see if the campaign file is set up correctly. Some missions might require a complex set of conditions to allow the player to progress; this method helps a bit in testing these kind of missions.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[General Hints (FREDding)|General hints]]&lt;br /&gt;
*[[Mission balance]]&lt;br /&gt;
*[[Typical FREDding mistakes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GVB_Bakha&amp;diff=25101</id>
		<title>GVB Bakha</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GVB_Bakha&amp;diff=25101"/>
		<updated>2009-08-28T00:57:24Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */  Spacing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[image:bakha320x240.jpg]]|caption=The GVB Bakha}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
Learning a lesson from the bomber losses of the Great War, Vasudan defense contractor Akheton designed the GVB Bakha, a fast, agile bomber that could still deliver a warship-shattering payload. The Bakha's dual Akh-12 engines are baffled and masked, giving it a small profile for heat-seeking missiles. The bomber's speed and maneuverability make it the craft of choice for taking out destroyers and corvettes with multiple flak, AAA, and anti-ship beam turrets. Over 6,000 Bakhas have been produced in the orbiting shipyards around Vasuda Prime.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
Bakha was the manifestation of the god of power Ka and the war of god [[GVC Mentu|Menthu]]. He was said to be a wild bull.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Advanced Bomber|Akheton Corporation|Good|65.0 - 65.0|105.0|Heavy|440|620|18}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star| Morning Star]], [[GTW Circe|Circe]], [[GTW Lamprey|Lamprey]]&lt;br /&gt;
|}&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM Stiletto II|Stiletto II]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]], [[GTM Stiletto II|Stiletto II]], [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|''The Bakha is a Vasudan version of the Artemis, pretty much. Like most Vasudan equivalents it maneuvers better and is somewhat tougher. Unlike the Artemis, the Bakha has two gun banks, much better positioned for dogfighting than those of the Artemis.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Bakha is truly a bomber with pretensions of the wild life, and can dogfight fairly well against any heavy or space superiority fighters you may encounter. Don't let it go to your head, though, as the interceptors can still outmaneuver you easily. Also keep in mind that you have only two secondary banks (the bomber-issue third is missing) and that diverting power to your engines does not increase your speed, only the rate at which your afterburners recharge.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Never quite understood the Bakha. The Vasudans had a superb bomber in the form of the [[GVB Sekhmet|Sekhmet]], which can do everything the Bakha can do, if not better. What I'm wondering is why they're wasting production capacity on the Bakha when they could simply run only Sekhmets through the lines. The Bakha is a good bomber but it simply doesn't hold up to the Sekhmet. Maybe it's the slightly better maneuverability and the secondary gunpoint, but those are not nearly big enough advantages in my view.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''It could be noted that the Sekhmet is much easier to intercept due to its huge profile, while the Bakha can be somewhat harder to kill due to its small size. It's easy to hit a Sekhmet with a Tempest volley, it's a bit harder to do so to a Bakha. However, you never have a chance to fight a Bakha in the main campaign.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Bakha just doesn't know what it wants to be. Like most other Vasudan ships, it's severely deficient in shields. Fighters seem to latch on to you, and in any situation where a Bahka would be used (eliminating hostile destroyers and corvettes before they can damage friendly forces, strategic strikes on large capital ships) the fighter defenses alone on the hostile ship spell death, especially on higher difficulty levels. Making matters worse, the Bahka can't carry Maxims, defeating one of the few good purposes of dividing the firepower. This also means that a Bahka can't snipe off enemy turrets from afar, thus clearing an area for an attack run.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Strangely, the table file for the Bakha has it as being able to carry [[Helios]] as a primary weapon. This is likely an error on the part of whoever tabled the Bakha though, and as a result, the Bakha is technically incapable of carrying Helios warheads. It does mount Helios in [[Bearbaiting]] and [[High Noon]], but the loadout is forced by the Scramble setting for the mission.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=SD_Lucifer&amp;diff=25086</id>
		<title>SD Lucifer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=SD_Lucifer&amp;diff=25086"/>
		<updated>2009-08-27T02:39:19Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ Correction. (This comment seems trivial.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{shipimage|image=[[Image:Lucifer320x240.jpg]]|caption=The SD Lucifer}}&lt;br /&gt;
==Background==&lt;br /&gt;
The '''''SD Lucifer''''' was a massive superdestroyer that led the [[Shivans|Shivan]] incursion during the [[Great War]].  Armed with what would be termed today as '[[Beam weapons|beam cannons]]', the ''Lucifer'' possessed enough firepower to destroy capital ships and bombard planetary targets with ease.  The vessel was rendered invulnerable to Terran and Vasudan weapons through the employment of an advanced [[Shields|shielding system]].  Unable to be stopped, the ''Lucifer'' lay waste to entire worlds, including [[Vasuda]] Prime.&lt;br /&gt;
&lt;br /&gt;
In the ending phase of the Great War, Vasudan scientists fleeing their homeworld's destruction discovered [[Ancient artifacts]] on a planet in the [[Altair]] system.  The information enclosed in the artifacts described the technology necessary to track vessels in [[subspace]], something that neither [[Terrans]] or [[Vasudans]] had been able to do before.  Coupled with the knowledge that [[shields]] did not function in subspace, a desperate plan was formulated to stop the ''Lucifer'' before the superdestroyer destroyed [[Sol]].&lt;br /&gt;
&lt;br /&gt;
Launching from the [[GTD Bastion|GTD ''Bastion'']], a small number of fighter and bomber wings followed the ''Lucifer'' into subspace as the destroyer made the jump from [[Delta Serpentis]] to Sol. The gamble succeeded, destroying the ''Lucifer'' and saving Sol.  Unfortunately, the destruction of the ''Lucifer'' within the subspace corridor had the unintended side effect of collapsing the subspace corridor from Sol to Delta Serpentis, cutting off the heart of the [[Galactic Terran Alliance]] from the rest of the universe.  However, the victory over the ''Lucifer'' effectively ended the Shivan incursion and Terran and Vasudan forces quickly evicted the remaining Shivan forces from their territories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{non-canon section|&lt;br /&gt;
For the proceeding 32 years, Allied wargames simulating a Shivan attack placed great emphasis upon hunting down and destroying any ''Lucifer''-classes in a prospective invasion force.  Indeed, the [[GTVA Colossus|GTVA ''Colossus'']] was designed with the threat of Lucifers in mind.  It is ironic that when the [[The Second Shivan Incursion|Second Shivan incursion]] materialized in 2367, not one Lucifer showed up.&lt;br /&gt;
&lt;br /&gt;
The Second Shivan Incursion in 2367 did not see the return of any ''Lucifer''-class destroyers to Allied territory, as had been feared.  Strangely enough, it could later be said that it was hoped that the much-feared ''Lucifer'' did not appear, instead one Shivan-induced nightmare was replaced by [[SJ Sathanas|another]].  Saying that, no further ''Lucifer''-class superdestroyers have been encountered after the Great War.&lt;br /&gt;
&lt;br /&gt;
Standing tactical doctrine still deems Lucifers as Class A threats to all Allied assets.  Threat projections predict that destroying a Lucifer's reactors will no longer suffice to destroy such a vessel as the Shivans will most likely taken measures to counter that strategy; it is even possible that this weakness is the reason no further ''Lucifer''-class superdestroyers have been encountered. In the event that capital ships are deployed to engage a Lucifer, attack vectors should avoid entering the forward-facing firing arcs of a Lucifer's primary weapon system.&lt;br /&gt;
&lt;br /&gt;
Given their effectiveness against spacecraft, fans believe that beam cannons are able to penetrate the Lucifer's shields and cause damage to its hull.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{FS12_Ships}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Lucifer is the greatest threat to the survival of the GTA, the PVN, and both the Terran and Vasudan species.  It wields three massive Flux Cannons which can destroy one of our capital ships in a few hits.  These same cannons have been seen bombarding colonized worlds.  With four full fighter squadrons, and a massive array of defensive turrets, the Lucifer would be extremely difficult to destroy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The fact that it is protected by a sheath shielding system which makes it completely impervious to any kind of kinetic or plasma damage makes it impossible to destroy.  We have yet to find a way to breach this shielding technology.  It is hoped that a solution will be found soon.&lt;br /&gt;
Assuming that a solution is found, we have managed to gather enough data on the Lucifer to destroy it.  In a recon mission, we were able to determine that the Lucifer is powered by five reactors across its surface.  If these reactors are destroyed in a short amount of time, the Lucifer will be stopped.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If we cannot stop the Lucifer, we do not expect to be able to defeat the Shivans.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
We have no way of knowing if there are more than one Lucifer-class destroyer.  However, any that exist should be considered more dangerous than a Class A threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SD Lucifer was a massive superdestroyer that led the Shivan armada in the Great War. No weapon in the allied arsenal could penetrate the Lucifer's shields. In the Altair system, Vasudan scientists uncovered ancient artifacts that explained how to track ships into subspace, where the Lucifer's shields would not function. A desperate mission to attack the Lucifer in subspace succeeded. But the explosion of the Lucifer collapsed the Sol jump node, severing all contact with Earth. The victory over the Lucifer effectively ended the Shivan invasion.&lt;br /&gt;
&lt;br /&gt;
==Lucifer Sightings and Fleet Movements during the Great War==&lt;br /&gt;
The ''Lucifer's'' first known sighting was in the [[Ross 128]] system, the prelude to the Great War with the Shivans (FS1 Intro). &lt;br /&gt;
&lt;br /&gt;
The ''Lucifer'' did not reemerge until 2/11/35, when it suddenly appeared in the [[Ribos]] system, destroying the ''Tombaugh Installation''  and all its defences. Terran Command believed that it had tracked the captured Shivan Cruiser, the ''Taranis'', through subspace to the ''Tombaugh Installation''  ([[Briefing_texts_%28FS1%29#Command_Briefing_6|CB sm2-01a.fsm]] and [[Briefing_texts_%28FS1%29#Command_Briefing_8|CB sm2-05a.fsm]]). &lt;br /&gt;
&lt;br /&gt;
By 2/20/35, the [[Shivans]] had completely bypassed the Terran blockades in [[Antares]] and [[Beta Aquilae]], proceeding immediately to [[Deneb]] through [[Vega]] (CB sm2-07a.fsm). Terran Command believed that the ''Lucifer'' would attack [[Vasuda]] through [[Antares]], while the ''Eva'', [[SD Demon|a Shivan Demon-class destroyer]], would attack through [[Deneb]]. &lt;br /&gt;
&lt;br /&gt;
However, on 2/31/35 the ''Lucifer'' was seen jumping into Deneb system from the Deneb-Vega jump node with the SD Eva taking the lead([[Playing Judas|sm2-08a.fsm]] and [[Briefing_texts_%28FS1%29#Debriefing_18|its debriefing]], [[Briefing_texts_%28FS1%29#Mission_Briefing_19|mission briefing sm2-09a.fsm]]). It is unknown whether the Lucifer jumped to Vega  directly from Ribos, or through Antares (the Eva entered Vega through the Antares-Vega jumpnode).  &lt;br /&gt;
&lt;br /&gt;
In retaliation for the destruction of the SD Eva, the ''Lucifer'' directly confronted and destroyed the GTD Galatea (at 1900hrs 2/31/35; [[Doomsday|sm2-10a.fsm]] and [[Briefing_texts_%28FS1%29#Debriefing_20|its debriefing]], [[Briefing_texts_%28FS1%29#Command_Briefing_11|CB sm3-01a.fsm]]).&lt;br /&gt;
&lt;br /&gt;
Shortly afterwards, the ''Lucifer'' made the jump to [[Vasuda]] through the Deneb-Vasuda jumpnode ([[Briefing_texts_%28FS1%29#Command_Briefing_11|CB sm3-01a.fsm]]). Once in Vasuda, 2/31/25-3/01/35, the Lucifer Fleet bombarded [[Vasuda Prime]] from orbit for 13 consecutive hours, rendering the planet uninhabitable. The 'Lucifer fleet rapidly redeployed, now  searching for the Terran homeworld.&lt;br /&gt;
&lt;br /&gt;
On 3/01/35-3/02/35, the ''Lucifer'' jumped to [[Beta Aquilae]], destroying the ''Beta Aquilae Installation'', but left the PVD Hope and the ''Beta Aquilae Communications Terminal'' intact ([[Briefing_texts_%28FS1%29#Mission_Briefing_23|mission briefing sm3-03a.fsm]], [[Briefing_texts_%28FS1%29#Command_Briefing_12|CB sm3-04a.fsm]]). &lt;br /&gt;
&lt;br /&gt;
The ''Lucifer'' was not encountered until 3/02/35, when it jumped next to the Deneb-Altair jumpnode, deploying fighter wings to attack transports carrying scientists to the [[Altair]] system ([[Briefing_texts_%28FS1%29#Running_the_Gauntlet|sm3-05a.fsm]] and [[Briefing_texts_%28FS1%29#Debriefing_25|its debriefing]]).&lt;br /&gt;
&lt;br /&gt;
By 3/29/35, after determining the location of the Sol system, the Lucifer was reported to be in the Sirius system to make the jump to [[Delta Serpentis]] ([[Briefing_texts_%28FS1%29#Command_Briefing_13|CB sm3-07a.fsm]]). GTA Command ordered the [[GTD Bastion]] to intercept and destroy the ''Lucifer'' before it could reach Sol. Admiral Shima quickly drew up plans to intercept the Lucifer at the Sirius-Delta Serpentis jumpnode. However by the time the Bastion arrived in range of the jumpnode, the Lucifer had already departed the system.  Admiral Shima estimated that the ''Lucifer'' would reach Earth in 40 hours ([[Briefing_texts_%28FS1%29#Debriefing_27|Debriefing 4: sm3-07a.fsm]]). &lt;br /&gt;
&lt;br /&gt;
On the GTD ''Bastion's'' final approach to the Delta Serpentis-Sol jumpnode, the ''Lucifer'' was on the brink of jumping to Sol ([[Briefing_texts_%28FS1%29#The_Great_Hunt|sm3-08a.fsm]]). The ''Bastion'' scrambled its fighters and a wing of Ursa Bombers to pursue the Lucifer into subspace. While inside the subspace corridor, the Ursa bombers managed to destroy all five of the Lucifer's reactors, resulting in the Lucifer's destruction  ([[Briefing_texts_%28FS1%29#The_Great_Hunt|sm3-09a.fsm]]). &lt;br /&gt;
&lt;br /&gt;
===Inconsistency===&lt;br /&gt;
In the Command Briefing of sm2-08a.fsm (2/31/35), Admiral Wolf indicates that Alpha 1 had investigated the Lucifer in Antares: &amp;quot;We have now entered the Deneb system. After your investigation of the Lucifer at Antares, Terran Command has deduced that the Shivans will be attempting a multiple pronged attack on Vasuda Prime coming from Deneb and Antares.&amp;quot;  However, Alpha 1 does not see the Lucifer in Antares, nor does Alpha 1 play a mission &amp;quot;investigating&amp;quot; the ''Lucifer'' in Antares.  It may be that the mission designer incorrectly meant Alpha 1's investigation of the ''Eva'' in Antares near the Antares-Vega Jump Node (which jumped out shortly after its arrival; sm2-06a.fsm).&lt;br /&gt;
&lt;br /&gt;
==Developer Notes==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
:'''Meaning:''' ''Bringer/bearer of light''&lt;br /&gt;
:'''Language:''' ''Latin, imported in English''&lt;br /&gt;
:'''Alternate spellings:''' ''Unknown''&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Lucifer&amp;quot; is of Latin origin. It's composed by the name ''lux'', which means ''light'', and the verb ''ferre'', which has many meanings (in this case ''bringing'' and ''bearing'' fit well). The meaning of the name would be ''&amp;quot;Bringer/Bearer of Light&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
Lucifer is a fallen angel who was cast out of heaven after losing The War of Heaven. Lucifer is said to be the enemy of God, and the embodiment of evil.&lt;br /&gt;
&lt;br /&gt;
Lucifer is also depicted sometimes as being the judge of the Inferno, answering to Satan himself. It is said that the demonic persona Belial was his father. It's highly probable that Dante Alighieri's vision of Lucifer affected the popular vision, too. Dante represented it as a monster with three heads devouring the traitors Judas, Brutus and Cassius.&lt;br /&gt;
&lt;br /&gt;
Lucifer was also one of the names given to the planet Venus, when it was thought to be a star. Other given names depending on its position were Hesperos and Phosphoros and, of course, the Shepherd's Star.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Destroyer&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverability|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 15.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 800 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 2777&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''FreeSpace 1'''&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Turret Laser]]&lt;br /&gt;
| 11&lt;br /&gt;
| [[Shivan Turret Laser]]&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[FighterKiller]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[FighterKiller]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Cluster]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Cluster]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Shivan Super Laser]]&lt;br /&gt;
| 2&lt;br /&gt;
| [[SRed|Small Red Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|''Very deadly in FS1, but in FS2 its [[Shivan Super Laser]]s have been replaced with [[SRed]]s, making it more of a heavily armored target and less of a superdestroyer.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you restore the FS1 [[Shivan Super Laser]]s, the Lucifer again becomes a potent foe.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Lucifer is the weakest destroyer in the area of firepower in FS2. In fact, the Lucifer has less firepower than the SC Rakshasa, though it has huge amounts of armor.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''People who say that the Lucifer is a &amp;quot;worthier adversary&amp;quot; in FS2 are very mistaken. The Shivan Super Lasers are closer to [[LRed]]s than [[SRed]]s. The Lucifer in its FS2 configuration is basically target practice for an [[GTD Orion|Orion]] or even a [[GTCv Deimos|Deimos]]. Very durable target practice, but target practice nonetheless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''FREDders should be aware that, except for the FreeSpace Port version of the FS1 main campaign, the ''Lucifer'' has no such thing as a shield. It's invulnerable because it has the Invulnerable flag turned on (Ship Editor -- Misc).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Cutscenes and command briefing videos feature the Lucifer having a pair of &amp;quot;horns&amp;quot; sticking out on its top. Yet in FreeSpace 1 and retail FreeSpace 2, no such things are encountered on the Lucifer at all. However, they are added on in the MediaVPs.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unique ships|Lucifer]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GTD_Raynor&amp;diff=24845</id>
		<title>GTD Raynor</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GTD_Raynor&amp;diff=24845"/>
		<updated>2009-08-12T02:56:42Z</updated>

		<summary type="html">&lt;p&gt;Qent: Added Blue Planet info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|''GTD '''Raynor'''''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:gtdraynor.jpg]]|caption=GTD Raynor}}&lt;br /&gt;
&lt;br /&gt;
The '''GTD ''Raynor''''' is a widely used fan-mde destroyer. Over the years, the Raynor was reskinned and retabled several times.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
Designed to more adequately hold its own against Shivan ships first enountered during the second great war, the Terran Raynor class is the largest production destroyer in service within the GTVA.  Its twelve primary beam cannons, each devastating in its own right, can focus at least 50% of the ship's main firepower across most of the ship's length.  The Raynor was designed more to provide heavy fire support than to deploy fighter wings, and has a significantly smaller hanger bay as a result.  At present, Raynor class vessles generally operate in conjunction with a Hecate destroyer, with the Hecate providing a large fighterbase and the Raynor providing heavy fire support; however, Raynor class vessles have been effectively deployed alone, and can hold their own against all but the most relentless enemy attack.  The GTD Raynor measures over three kilometers in length, and has an onboard crew compliment of 12,000 men and women.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by ???&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Destroyer&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 1 505 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''&lt;br /&gt;
| 1045 m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''&lt;br /&gt;
| 757 m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 3200 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''Default Statistics'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen]]&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Heavy Flak]]&lt;br /&gt;
| 7 (x2)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Cyclops]]&lt;br /&gt;
| 6 (x2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Planet=&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
At nearly three kilometres long, the Raynor is one of the largest ships in the Alliance fleet. Several heavy beam cannons and long-range torpedo launchers are placed around her hull, and she is equipped with the most advanced electronics and armour technology the GTVA can afford. The GTD Orestes is a superb example of this class, serving as the flagship of the 14th battlegroup.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Destroyer&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 140 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Width|Width]]'''&lt;br /&gt;
| 1045 m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Height|Height]]'''&lt;br /&gt;
| 757 m&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 3200 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''BP: AoA'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[TerPulse]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eos]]&lt;br /&gt;
| 6 (x2)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SBlue]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[TerSlashBlue]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MBlue]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BBlue]]&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[HBlue]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Casualties of War: http://www.freespacemods.net/download.php?view.93&lt;br /&gt;
*http://www.freespacemods.net/download.php?view.215&lt;br /&gt;
*Blue Planet: AoA: http://www.freespacemods.net/download.php?view.42&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Comment&amp;diff=24197</id>
		<title>Template:Comment</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Comment&amp;diff=24197"/>
		<updated>2009-07-24T18:39:58Z</updated>

		<summary type="html">&lt;p&gt;Qent: Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #211; border: solid 1px #522; padding: 0px 4px; font-size: -1; color: #CCC&amp;quot;&amp;gt;'''&amp;lt;div style=&amp;quot;font-size: 85%; color:#D44&amp;quot;&amp;gt;Read the [[Veteran comments policy|Veteran Comments policy]] before editing this section.&amp;lt;/div&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-style: italic&amp;quot;&amp;gt;{{{1}}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;This template is meant to be used for marking user comments. Just for making 'global' edits.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates|Comment]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=GVA_Setekh&amp;diff=24196</id>
		<title>GVA Setekh</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=GVA_Setekh&amp;diff=24196"/>
		<updated>2009-07-24T18:34:56Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Veteran Comments */ &amp;quot;Big damage&amp;quot; flag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:setekh320x240.jpg]]|caption=The GVA Setekh}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVA Setekh is the Vasudan class of AWACS vessels, comparable to the Terran GTA Charybdis class. Setekhs are smaller, less heavily armored, and have half the turrets of Charybdis ships. Despite these shortcomings, the Vasudan navy insists upon deploying Setekhs in Vasudan battle groups, claiming the Vasudan versions are more appropriate for their fleets. Setekhs' crystalline detection arrays provide their fleets with doubled radar range within the nebular region. Every Vasudan battle group operating in this theatre has a wing of Setekhs attached to it.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Setekh is an alternate spelling for [[GVF Seth|Seth]], or Set, an Egyptian god of the desert.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | '''[[Technical_Terms_and_Definitions#Type|Type]]'''&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | AWACS&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]'''&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]'''&lt;br /&gt;
| 20.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Armor|Armor]]'''&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 8 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Technical_Terms_and_Definitions#Length|Length]]'''&lt;br /&gt;
| 190 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| '''FreeSpace 2'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret Weak]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&lt;br /&gt;
''More or less like the Terran variant, but weaker than the [[GTA Charybdis]]. Will blow up if a bomber sneezes on it.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Despite the tech description, the Setekh actually has a &amp;quot;big damage&amp;quot; flag, meaning that it is very difficult to destroy it with fighters. Although the player never has occasion to notice this in the campaign, mission designers should be careful if their mission involves destroying Setekhs!''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Backgrounds&amp;diff=24189</id>
		<title>Backgrounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Backgrounds&amp;diff=24189"/>
		<updated>2009-07-23T19:56:02Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Creating backgrounds from scratch */ Typos, rewerding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Backgrounds''' are extremely important when designing a mission.  In addition to breaking up the constant blackness of space, backgrounds set the mood for the mission.  If you are creating a standalone (non-campaign) mission, you can use whatever colors you like, provided the colors do not clash.  If the mission takes place in a system featured in a canon campaign, it is recommended that you base your nebula background on the original system.&lt;br /&gt;
&lt;br /&gt;
If you are creating a campaign, be sure to create templates before starting work on &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; missions.  It would also be a good idea to write down the number of planets, the bitmaps associated with them, and their orbits.  This will come in handy, for example, if you have a mission taking place closer to the star, and therefore the closer planets will be larger or possibly the only ones seen.  Make each system unique to give the player more than just the same color backgrounds over different systems.  Some ways to vary systems include different numbers, colors and sizes for suns; different nebula patterns; and different planet systems.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, make sure to create your backgrounds first so you won't have to worry about getting killed while admiring your nebular handiwork.&lt;br /&gt;
&lt;br /&gt;
==Nebula background==&lt;br /&gt;
&lt;br /&gt;
You can create very nice nebula background if you are using many low-scaled images.  The optimal scaling factors are between 2 and 4, but you may choose to use larger scaling factors for more detailed (512x512, 1024x1024) images.&lt;br /&gt;
&lt;br /&gt;
You will also have to be familiar with how FRED handles the co-ordinates for the background images.  You should move between the horizontal values of 60-280 approximately to get the nebula piece to the co-ordinates you typed in. Becoming familiar with the FRED background co-ordinate system requires experience. You can also use bank (rotation in another word), or pitch (for changing the height).&lt;br /&gt;
&lt;br /&gt;
Using extreme-scaled ({6,6} or higher) nebula textures is simpler and covers more space, but it produces blurry results.  If you want to use large scaling factors, try using the large scaling for only one axis, and using a small factor on the another axis.  (Examples: {5,2} and {6,1})&lt;br /&gt;
&lt;br /&gt;
Mix RED with GREY, or BLUE with GREEN to achieve optimal nebula colour results.  According to my experience, mixed nebulas of the colours RED and BLUE are somewhat ugly.  But this is my opinion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One should add planets to your backgrounds only after you are satisfied with your nebula background.  The reason for this is simple: the game renders the background textures according to their place in the background bitmaps queue in FRED.  Therefore, the first element in the queue will be painted first, the second will be painted second and so on.  In addition to this, the later elements in the queue may be placed in the foreground compared to previous elements.  Thus, if you have a planet first then a nebula, you may have the planet appearing behind the nebula, instead of the nebula appearing behind the planet.  After all, the nebulas are supposed to be many lightyears away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three main ways to create backgrounds for missions you create in FRED:&lt;br /&gt;
&lt;br /&gt;
==Creating backgrounds from scratch==&lt;br /&gt;
&lt;br /&gt;
Whether you are using flashy custom nebulas or the stock nebulas, placing nebulas is rather hit-or-miss.  For each background bitmap, you must line up the nebulas using the pitch/heading/bank edit boxes.  After each significant change, you must test the mission to make sure your tweaks have worked to your desire.  You must also make sure each nebula bitmap isn't so stretched as to be distorted.  Keeping the bitmap's scale values nearly equal will avoid this.  Additionally, bitmaps that have really large scales look stretched even when the scale values are nearly square.  As with any other topic in FRED, you will get good at this once you have experience.&lt;br /&gt;
&lt;br /&gt;
==Using a background generation program==&lt;br /&gt;
A few background generation programs can be downloaded that will randomly place background bitmaps for you.  After running the program, it would spit out a mission file that contains the background.  Some tweaks are necessary to get a realistic background, since you may need to change the background's bitmp, pitch, bank and/or heading.  This method is much faster than creating backgrounds from scratch.  Documentation for each generator varies and it would be a good idea to read it before using.&lt;br /&gt;
&lt;br /&gt;
==Skyboxes==&lt;br /&gt;
A recent addition to the Source code project, skyboxes allow users to create a skybox model and place it around the field of play much like the background bitmaps.  They are rendered in addition to the [[nebula background|background nebulas]], so be sure to include either a skybox or nebula bitmaps, but not both.  To create a skybox, read the [[Skybox|Skybox Option]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Backgrounds&amp;diff=24188</id>
		<title>Backgrounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Backgrounds&amp;diff=24188"/>
		<updated>2009-07-23T19:53:00Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Nebula background */ Typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Backgrounds''' are extremely important when designing a mission.  In addition to breaking up the constant blackness of space, backgrounds set the mood for the mission.  If you are creating a standalone (non-campaign) mission, you can use whatever colors you like, provided the colors do not clash.  If the mission takes place in a system featured in a canon campaign, it is recommended that you base your nebula background on the original system.&lt;br /&gt;
&lt;br /&gt;
If you are creating a campaign, be sure to create templates before starting work on &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; missions.  It would also be a good idea to write down the number of planets, the bitmaps associated with them, and their orbits.  This will come in handy, for example, if you have a mission taking place closer to the star, and therefore the closer planets will be larger or possibly the only ones seen.  Make each system unique to give the player more than just the same color backgrounds over different systems.  Some ways to vary systems include different numbers, colors and sizes for suns; different nebula patterns; and different planet systems.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, make sure to create your backgrounds first so you won't have to worry about getting killed while admiring your nebular handiwork.&lt;br /&gt;
&lt;br /&gt;
==Nebula background==&lt;br /&gt;
&lt;br /&gt;
You can create very nice nebula background if you are using many low-scaled images.  The optimal scaling factors are between 2 and 4, but you may choose to use larger scaling factors for more detailed (512x512, 1024x1024) images.&lt;br /&gt;
&lt;br /&gt;
You will also have to be familiar with how FRED handles the co-ordinates for the background images.  You should move between the horizontal values of 60-280 approximately to get the nebula piece to the co-ordinates you typed in. Becoming familiar with the FRED background co-ordinate system requires experience. You can also use bank (rotation in another word), or pitch (for changing the height).&lt;br /&gt;
&lt;br /&gt;
Using extreme-scaled ({6,6} or higher) nebula textures is simpler and covers more space, but it produces blurry results.  If you want to use large scaling factors, try using the large scaling for only one axis, and using a small factor on the another axis.  (Examples: {5,2} and {6,1})&lt;br /&gt;
&lt;br /&gt;
Mix RED with GREY, or BLUE with GREEN to achieve optimal nebula colour results.  According to my experience, mixed nebulas of the colours RED and BLUE are somewhat ugly.  But this is my opinion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One should add planets to your backgrounds only after you are satisfied with your nebula background.  The reason for this is simple: the game renders the background textures according to their place in the background bitmaps queue in FRED.  Therefore, the first element in the queue will be painted first, the second will be painted second and so on.  In addition to this, the later elements in the queue may be placed in the foreground compared to previous elements.  Thus, if you have a planet first then a nebula, you may have the planet appearing behind the nebula, instead of the nebula appearing behind the planet.  After all, the nebulas are supposed to be many lightyears away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three main ways to create backgrounds for missions you create in FRED:&lt;br /&gt;
&lt;br /&gt;
==Creating backgrounds from scratch==&lt;br /&gt;
Wether you are using flashy custom nebulas or the stock nebulas, placing nebulas is rather hit-or-miss.  For each background bitmap, you must line up the nebulas using the pitch/heading/bank edit boxes.  After each significant change, you must test the mission to make sure your tweaks have worked to your desire.  You must also make sure each nebula bitmap isn't too streched to make it distorted.  Keeping the bitmap's scale values nearly equal will avoid this.  Additionally, bitmaps that have really large scales look too streched even when the scale values are nearly square.  As with any other topic in FRED, you will get good at this once you have experience.&lt;br /&gt;
&lt;br /&gt;
==Using a background generation program==&lt;br /&gt;
A few background generation programs can be downloaded that will randomly place background bitmaps for you.  After running the program, it would spit out a mission file that contains the background.  Some tweaks are necessary to get a realistic background, since you may need to change the background's bitmp, pitch, bank and/or heading.  This method is much faster than creating backgrounds from scratch.  Documentation for each generator varies and it would be a good idea to read it before using.&lt;br /&gt;
&lt;br /&gt;
==Skyboxes==&lt;br /&gt;
A recent addition to the Source code project, skyboxes allow users to create a skybox model and place it around the field of play much like the background bitmaps.  They are rendered in addition to the [[nebula background|background nebulas]], so be sure to include either a skybox or nebula bitmaps, but not both.  To create a skybox, read the [[Skybox|Skybox Option]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Backgrounds&amp;diff=24187</id>
		<title>Backgrounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Backgrounds&amp;diff=24187"/>
		<updated>2009-07-23T19:41:02Z</updated>

		<summary type="html">&lt;p&gt;Qent: Reworded for clarity. I hope it's saying the same thing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Backgrounds''' are extremely important when designing a mission.  In addition to breaking up the constant blackness of space, backgrounds set the mood for the mission.  If you are creating a standalone (non-campaign) mission, you can use whatever colors you like, provided the colors do not clash.  If the mission takes place in a system featured in a canon campaign, it is recommended that you base your nebula background on the original system.&lt;br /&gt;
&lt;br /&gt;
If you are creating a campaign, be sure to create templates before starting work on &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; missions.  It would also be a good idea to write down the number of planets, the bitmaps associated with them, and their orbits.  This will come in handy, for example, if you have a mission taking place closer to the star, and therefore the closer planets will be larger or possibly the only ones seen.  Make each system unique to give the player more than just the same color backgrounds over different systems.  Some ways to vary systems include different numbers, colors and sizes for suns; different nebula patterns; and different planet systems.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, make sure to create your backgrounds first so you won't have to worry about getting killed while admiring your nebular handiwork.&lt;br /&gt;
&lt;br /&gt;
==Nebula background==&lt;br /&gt;
&lt;br /&gt;
You can create very nice nebula background if you are using many, low-scaled images.  The optimal scaling factors are between 2 and 4, but you may choose to use larger scaling factors for more detailed (512x512, 1024x1024) images.&lt;br /&gt;
&lt;br /&gt;
You will also have to be familiar with how FRED handles the co-ordinates for the background images.  You should move between the horizintal values of 60-280 approximately to get the nebula piece to the co-ordinates you typed in. Becoming familiar with the FRED background co-ordinate system requires experience. You can also use bank(rotation in another word), or pitch (for changing the height).&lt;br /&gt;
&lt;br /&gt;
Using extreme-scaled ({6,6} or higher) nebula textures is simpler, covers more space, but produces blurry results.  If you want to use large scaling factors, try using the large scaling for only one axis, and using a small factor on the another axis.  (Examples: {5,2} and {6,1})&lt;br /&gt;
&lt;br /&gt;
Mix RED with GREY, or BLUE with GREEN to achieve optimal nebula colour results.  According to my experience, mixed nebulas of the colours RED and BLUE are somewhat ugly.  But this is my opinion.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One should add planets to your backgrounds only after you are satisfied with your nebula background.  The reason for this is simple: the game renders the background textures according to their place in the background bitmaps queue in FRED.  Therefore, the first element in the queue will be painted first, the second will be painted second and so on.  In addition to this, the later elements in the queue may be placed in the foreground compared to previous elements.  Thus, if you have a planet first then a nebula, you may have the planet appearing behind the nebula, instead of the nebula appearing behind the planet.  Afterall, the nebulas are supposed to be many lightyears away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three main ways to create backrounds for missions you create in FRED:&lt;br /&gt;
&lt;br /&gt;
==Creating backgrounds from scratch==&lt;br /&gt;
Wether you are using flashy custom nebulas or the stock nebulas, placing nebulas is rather hit-or-miss.  For each background bitmap, you must line up the nebulas using the pitch/heading/bank edit boxes.  After each significant change, you must test the mission to make sure your tweaks have worked to your desire.  You must also make sure each nebula bitmap isn't too streched to make it distorted.  Keeping the bitmap's scale values nearly equal will avoid this.  Additionally, bitmaps that have really large scales look too streched even when the scale values are nearly square.  As with any other topic in FRED, you will get good at this once you have experience.&lt;br /&gt;
&lt;br /&gt;
==Using a background generation program==&lt;br /&gt;
A few background generation programs can be downloaded that will randomly place background bitmaps for you.  After running the program, it would spit out a mission file that contains the background.  Some tweaks are necessary to get a realistic background, since you may need to change the background's bitmp, pitch, bank and/or heading.  This method is much faster than creating backgrounds from scratch.  Documentation for each generator varies and it would be a good idea to read it before using.&lt;br /&gt;
&lt;br /&gt;
==Skyboxes==&lt;br /&gt;
A recent addition to the Source code project, skyboxes allow users to create a skybox model and place it around the field of play much like the background bitmaps.  They are rendered in addition to the [[nebula background|background nebulas]], so be sure to include either a skybox or nebula bitmaps, but not both.  To create a skybox, read the [[Skybox|Skybox Option]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=UEFg_Karuna&amp;diff=24186</id>
		<title>UEFg Karuna</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=UEFg_Karuna&amp;diff=24186"/>
		<updated>2009-07-23T19:13:09Z</updated>

		<summary type="html">&lt;p&gt;Qent: /* Armaments */ Should we have the Renjian's armament for completeness?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|UEFg Karuna}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{shipimage|image=[[image:Karuna.jpg]]|caption=UEFg Karuna}}&lt;br /&gt;
Karuna frigates are the main ship class of the [[UEF]] in the mod [[Blue Planet]].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Blue Planet: War in Heaven Tech Description===&lt;br /&gt;
The Karuna class frigates are the backbone of the new Federation Navy and are the most versatile warships in the fleet. While smaller than the old Orion class destroyers, they are faster and pack a much greater punch. Armed with several point defence turrets, railguns and heavy missile batteries, they are a deadly threat to any ship that engages them in battle. Ideally suited to independent intrasystem duties, they have been instrumental in maintaining peace and order within Sol. As Solar military forces continue to move closer and closer towards a more generalised ship design, Karuna frigates are expected to serve the navy in their current capacity well into the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
Downturreted version of Steve-O's original Hyperion frigate.&lt;br /&gt;
&lt;br /&gt;
The Karuna packs so many torpedoes that it can effectively saturate a target's point defenses, leaving no beams or pulse weapons available to fire at oncoming fighters or bombers. This is part of its tactical abilities - on its own, the Karuna lacks the firepower to stand toe-to-toe with most GTVA warships of comparable or greater size.&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Karuṇā is a Sanskrit word meaning &amp;quot;Compassion&amp;quot; or &amp;quot;Pity&amp;quot;. It is one of the four main pillars of Buddhism. For Theravāda Buddhists, dwelling in karuṇā is a means for attaining a happy present life and heavenly rebirth.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Frigate|United Earth Federation|N/A|40|N/A|N/A|85000|N/A|1295}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*'''[[Technical_Terms_and_Definitions#Turrets|Turrets]]'''&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| '''BP: AoA'''&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| '''BP: WiH'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Point Defense Turret&lt;br /&gt;
| 17&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Terran Light Turret&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Terran Medium Turret&lt;br /&gt;
| 18&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Huge Railgun&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Pestilence&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armageddon&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|This ship is poetry. Its salvo turrets lend it the air of a World War II cruiser, spewing lines of tracer fire at swarming fighters. Multiple torpedo launchers and an impressive set of forward railguns give a Karuna charge all the cinematic punch of the Pegasus deathrun from Battlestar Galactica.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it also has the same survival rate, and less effectiveness. The Karuna, like most UEF ships, takes it on the chin against beam-armed opponents when at range.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Qent</name></author>
		
	</entry>
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